Dengine/src/WorldTraveller.c

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#include "WorldTraveller/WorldTraveller.h"
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#include "Dengine/Debug.h"
#include "Dengine/Platform.h"
enum State
{
state_active,
state_menu,
state_win,
};
INTERNAL void attackEntity(Entity *attacker, Entity *defender)
{
// TODO(doyle): Use attacker stats in battle equations
defender->stats->health--;
}
INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
enum Direction direction, Texture *tex, b32 collides)
{
#ifdef DENGINE_DEBUG
ASSERT(tex && world);
ASSERT(world->freeEntityIndex < world->maxEntities);
ASSERT(type < entitytype_count);
#endif
Entity entity = {0};
entity.pos = pos;
entity.size = size;
entity.type = type;
entity.direction = direction;
entity.tex = tex;
entity.collides = collides;
switch(type)
{
case entitytype_hero:
case entitytype_mob:
{
entity.stats = PLATFORM_MEM_ALLOC(1, EntityStats);
entity.stats->maxHealth = 100;
entity.stats->health = entity.stats->maxHealth;
entity.stats->actionRate = 100;
entity.stats->actionTimer = entity.stats->actionRate;
entity.stats->actionSpdMul = 100;
break;
}
default:
break;
}
world->entities[world->freeEntityIndex++] = entity;
Entity *result = &world->entities[world->freeEntityIndex-1];
return result;
}
INTERNAL void addAnim(Entity *entity, enum EntityAnimId animId, v4 *rects,
i32 numRects, f32 duration)
{
#ifdef DENGINE_DEBUG
ASSERT(rects && numRects >= 0)
ASSERT(animId < entityanimid_count);
#endif
EntityAnim result = {0};
result.rect = rects;
result.numRects = numRects;
result.duration = duration;
result.currDuration = duration;
entity->anim[animId] = result;
}
INTERNAL void rendererInit(GameState *state, v2 windowSize)
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{
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
renderer->size = windowSize;
// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
renderer->vertexNdcFactor =
V2(1.0f / renderer->size.w, 1.0f / renderer->size.h);
renderer->shader = asset_getShader(assetManager, shaderlist_sprite);
shader_use(renderer->shader);
const mat4 projection =
mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
shader_uniformSetMat4fv(renderer->shader, "projection", projection);
glCheckError();
/* Create buffers */
glGenVertexArrays(1, &renderer->vao);
glGenBuffers(1, &renderer->vbo);
glCheckError();
/* Bind buffers */
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
glBindVertexArray(renderer->vao);
/* Configure VAO */
const GLuint numVertexElements = 4;
const GLuint vertexSize = sizeof(v4);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
(GLvoid *)0);
glCheckError();
/* Unbind */
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glCheckError();
}
void worldTraveller_gameInit(GameState *state, v2 windowSize)
{
AssetManager *assetManager = &state->assetManager;
/* Initialise assets */
/* Create empty 1x1 4bpp black texture */
u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
Texture emptyTex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
assetManager->textures[texlist_empty] = emptyTex;
/* Load textures */
asset_loadTextureImage(assetManager,
"data/textures/WorldTraveller/TerraSprite1024.png",
texlist_hero);
TexAtlas *heroAtlas = asset_getTextureAtlas(assetManager, texlist_hero);
heroAtlas->texRect[herorects_idle] = V4(746, 1018, 804, 920);
heroAtlas->texRect[herorects_walkA] = V4(641, 1018, 699, 920);
heroAtlas->texRect[herorects_walkB] = V4(849, 1018, 904, 920);
heroAtlas->texRect[herorects_head] = V4(108, 1024, 159, 975);
heroAtlas->texRect[herorects_waveA] = V4(944, 918, 1010, 816);
heroAtlas->texRect[herorects_waveB] = V4(944, 812, 1010, 710);
heroAtlas->texRect[herorects_battlePose] = V4(8, 910, 71, 814);
heroAtlas->texRect[herorects_castA] = V4(428, 910, 493, 814);
heroAtlas->texRect[herorects_castB] = V4(525, 919, 590, 816);
heroAtlas->texRect[herorects_castC] = V4(640, 916, 698, 816);
asset_loadTextureImage(assetManager,
"data/textures/WorldTraveller/Terrain.png",
texlist_terrain);
TexAtlas *terrainAtlas =
asset_getTextureAtlas(assetManager, texlist_terrain);
f32 atlasTileSize = 128.0f;
const i32 texSize = 1024;
v2 texOrigin = V2(0, CAST(f32)(texSize - 128));
terrainAtlas->texRect[terraincoords_ground] =
V4(texOrigin.x, texOrigin.y, texOrigin.x + atlasTileSize,
texOrigin.y - atlasTileSize);
/* Load shaders */
asset_loadShaderFiles(assetManager, "data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl",
shaderlist_sprite);
asset_loadTTFont(assetManager, "C:/Windows/Fonts/Arialbd.ttf");
glCheckError();
state->state = state_active;
state->currWorldIndex = 0;
state->tileSize = 64;
/* Init renderer */
rendererInit(state, windowSize);
/* Init world */
const i32 targetWorldWidth = 500 * METERS_TO_PIXEL;
const i32 targetWorldHeight = 15 * METERS_TO_PIXEL;
v2 worldDimensionInTiles = V2i(targetWorldWidth / state->tileSize,
targetWorldHeight / state->tileSize);
for (i32 i = 0; i < ARRAY_COUNT(state->world); i++)
{
World *const world = &state->world[i];
world->maxEntities = 8192;
world->entities = PLATFORM_MEM_ALLOC(world->maxEntities, Entity);
world->texType = texlist_terrain;
world->bounds =
math_getRect(V2(0, 0), v2_scale(worldDimensionInTiles,
CAST(f32) state->tileSize));
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TexAtlas *const atlas =
asset_getTextureAtlas(assetManager, world->texType);
for (i32 y = 0; y < worldDimensionInTiles.y; y++)
{
for (i32 x = 0; x < worldDimensionInTiles.x; x++)
{
#ifdef DENGINE_DEBUG
ASSERT(worldDimensionInTiles.x * worldDimensionInTiles.y <
world->maxEntities);
#endif
v2 pos = V2(CAST(f32) x * state->tileSize,
CAST(f32) y * state->tileSize);
v2 size =
V2(CAST(f32) state->tileSize, CAST(f32) state->tileSize);
enum EntityType type = entitytype_tile;
enum Direction dir = direction_null;
Texture *tex = asset_getTexture(assetManager, world->texType);
b32 collides = FALSE;
Entity *tile =
addEntity(world, pos, size, type, dir, tex, collides);
f32 duration = 1.0f;
i32 numRects = 1;
v4 *animRects = PLATFORM_MEM_ALLOC(numRects, v4);
animRects[0] = atlas->texRect[terraincoords_ground];
addAnim(tile, entityanimid_idle, animRects, numRects, duration);
}
}
}
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World *const world = &state->world[state->currWorldIndex];
world->cameraPos = V2(0.0f, 0.0f);
/* Init hero entity */
world->heroIndex = world->freeEntityIndex;
Renderer *renderer = &state->renderer;
v2 size = V2(58.0f, 98.0f);
v2 pos = V2(size.x, CAST(f32) state->tileSize);
enum EntityType type = entitytype_hero;
enum Direction dir = direction_east;
Texture *tex = asset_getTexture(assetManager, texlist_hero);
b32 collides = TRUE;
Entity *hero = addEntity(world, pos, size, type, dir, tex, collides);
/* Add idle animation */
f32 duration = 1.0f;
i32 numRects = 1;
v4 *heroIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
heroIdleRects[0] = heroAtlas->texRect[herorects_idle];
addAnim(hero, entityanimid_idle, heroIdleRects, numRects, duration);
hero->currAnimId = entityanimid_idle;
/* Add walking animation */
duration = 0.10f;
numRects = 3;
v4 *heroWalkRects = PLATFORM_MEM_ALLOC(numRects, v4);
heroWalkRects[0] = heroAtlas->texRect[herorects_walkA];
heroWalkRects[1] = heroAtlas->texRect[herorects_idle];
heroWalkRects[2] = heroAtlas->texRect[herorects_walkB];
addAnim(hero, entityanimid_walk, heroWalkRects, numRects, duration);
/* Add hero waving animation */
duration = 0.30f;
numRects = 2;
v4 *heroWaveRects = PLATFORM_MEM_ALLOC(numRects, v4);
heroWaveRects[0] = heroAtlas->texRect[herorects_waveA];
heroWaveRects[1] = heroAtlas->texRect[herorects_waveB];
addAnim(hero, entityanimid_wave, heroWaveRects, numRects, duration);
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/* Add hero battle stance animation */
duration = 1.0f;
numRects = 1;
v4 *heroBattlePoseRects = PLATFORM_MEM_ALLOC(numRects, v4);
heroBattlePoseRects[0] = heroAtlas->texRect[herorects_battlePose];
addAnim(hero, entityanimid_battlePose, heroBattlePoseRects, numRects,
duration);
/* Add hero battle tackle animation */
duration = 0.15f;
numRects = 3;
v4 *heroTackleRects = PLATFORM_MEM_ALLOC(numRects, v4);
heroTackleRects[0] = heroAtlas->texRect[herorects_castA];
heroTackleRects[1] = heroAtlas->texRect[herorects_castB];
heroTackleRects[2] = heroAtlas->texRect[herorects_castC];
addAnim(hero, entityanimid_tackle, heroTackleRects, numRects,
duration);
/* Create a NPC */
pos = V2(hero->pos.x * 3, CAST(f32) state->tileSize);
size = hero->size;
type = entitytype_npc;
dir = direction_null;
tex = hero->tex;
collides = FALSE;
Entity *npc = addEntity(world, pos, size, type, dir, tex, collides);
/* Add npc waving animation */
duration = 0.30f;
numRects = 2;
v4 *npcWavingRects = PLATFORM_MEM_ALLOC(numRects, v4);
npcWavingRects[0] = heroAtlas->texRect[herorects_waveA];
npcWavingRects[1] = heroAtlas->texRect[herorects_waveB];
addAnim(npc, entityanimid_wave, npcWavingRects, numRects, duration);
npc->currAnimId = entityanimid_wave;
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/* Create a Mob */
pos = V2(renderer->size.w - (renderer->size.w / 3.0f),
CAST(f32) state->tileSize);
size = hero->size;
type = entitytype_mob;
dir = direction_west;
tex = hero->tex;
collides = TRUE;
Entity *mob = addEntity(world, pos, size, type, dir, tex, collides);
/* Add mob idle animation */
duration = 1.0f;
numRects = 1;
v4 *mobIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
mobIdleRects[0] = heroIdleRects[0];
addAnim(mob, entityanimid_idle, mobIdleRects, numRects, duration);
mob->currAnimId = entityanimid_idle;
/* Add mob walking animation */
duration = 0.10f;
numRects = 3;
v4 *mobWalkRects = PLATFORM_MEM_ALLOC(numRects, v4);
mobWalkRects[0] = heroWalkRects[0];
mobWalkRects[1] = heroWalkRects[1];
mobWalkRects[2] = heroWalkRects[2];
addAnim(mob, entityanimid_walk, mobWalkRects, numRects, duration);
}
INTERNAL inline void setActiveEntityAnim(Entity *entity,
enum EntityAnimId animId)
{
#ifdef DENGINE_DEBUG
ASSERT(animId < entityanimid_count);
ASSERT(entity->anim[animId].rect);
#endif
/* Reset current anim data */
EntityAnim *currAnim = &entity->anim[entity->currAnimId];
currAnim->currDuration = currAnim->duration;
currAnim->currRectIndex = 0;
/* Set entity active animation */
entity->currAnimId = animId;
entity->currAnimCyclesCompleted = 0;
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}
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INTERNAL void parseInput(GameState *state, const f32 dt)
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{
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/*
Equations of Motion
f(t) = position m
f'(t) = velocity m/s
f"(t) = acceleration m/s^2
The user supplies an acceleration, a, and by integrating
f"(t) = a, where a is a constant, acceleration
f'(t) = a*t + v, where v is a constant, old velocity
f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position
*/
World *const world = &state->world[state->currWorldIndex];
Entity *hero = &world->entities[world->heroIndex];
v2 ddPos = V2(0, 0);
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// TODO(doyle): As we need to handle more key spam input, we want to track
// if a button ended down
LOCAL_PERSIST b32 spaceBarWasDown = FALSE;
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if (state->keys[GLFW_KEY_RIGHT])
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{
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ddPos.x = 1.0f;
hero->direction = direction_east;
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}
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if (state->keys[GLFW_KEY_LEFT])
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{
ddPos.x = -1.0f;
hero->direction = direction_west;
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}
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if (state->keys[GLFW_KEY_UP])
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{
ddPos.y = 1.0f;
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}
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if (state->keys[GLFW_KEY_DOWN])
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{
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ddPos.y = -1.0f;
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}
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if (state->keys[GLFW_KEY_SPACE] && !spaceBarWasDown)
{
spaceBarWasDown = TRUE;
setActiveEntityAnim(hero, entityanimid_tackle);
}
else if (!state->keys[GLFW_KEY_SPACE])
{
spaceBarWasDown = FALSE;
}
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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
ddPos = v2_scale(ddPos, 0.70710678118f);
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}
// NOTE(doyle): Clipping threshold for snapping velocity to 0
f32 epsilon = 15.0f;
v2 epsilonDpos = v2_sub(V2(epsilon, epsilon),
V2(ABS(hero->dPos.x), ABS(hero->dPos.y)));
if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f)
{
hero->dPos = V2(0.0f, 0.0f);
if (hero->currAnimId == entityanimid_walk)
{
setActiveEntityAnim(hero, entityanimid_idle);
}
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}
else if (hero->currAnimId == entityanimid_idle)
{
setActiveEntityAnim(hero, entityanimid_walk);
}
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f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2
if (state->keys[GLFW_KEY_LEFT_SHIFT])
{
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heroSpeed = CAST(f32)(22.0f * 10.0f * METERS_TO_PIXEL);
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}
ddPos = v2_scale(ddPos, heroSpeed);
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// TODO(doyle): Counteracting force on player's acceleration is arbitrary
ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
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/*
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)
*/
v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), SQUARED(dt));
v2 dPos = v2_scale(hero->dPos, dt);
v2 newHeroP = v2_add(v2_add(ddPosNew, dPos), hero->pos);
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// TODO(doyle): Only check collision for entities within small bounding box
// of the hero
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b32 heroCollided = FALSE;
if (hero->collides == TRUE)
{
for (i32 i = 0; i < world->maxEntities; i++)
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{
if (i == world->heroIndex) continue;
Entity entity = world->entities[i];
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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;
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;
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}
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}
INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
{
EntityAnim *anim = &entity->anim[entity->currAnimId];
v4 texRect = anim->rect[anim->currRectIndex];
anim->currDuration -= dt;
if (anim->currDuration <= 0.0f)
{
if (++anim->currRectIndex >= anim->numRects)
entity->currAnimCyclesCompleted++;
anim->currRectIndex = anim->currRectIndex % anim->numRects;
texRect = anim->rect[anim->currRectIndex];
anim->currDuration = anim->duration;
}
}
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void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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{
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/* Update */
parseInput(state, dt);
glCheckError();
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
World *const world = &state->world[state->currWorldIndex];
Entity *hero = &world->entities[world->heroIndex];
#ifdef DENGINE_DEBUG
Font *font = &assetManager->font;
#endif
/* Recalculate rendering bounds */
v4 cameraBounds = math_getRect(world->cameraPos, renderer->size);
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// 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;
/* Render entity and logic loop */
ASSERT(world->freeEntityIndex < world->maxEntities);
for (i32 i = 0; i < world->freeEntityIndex; i++)
{
/* Render entities */
Entity *const entity = &world->entities[i];
u32 oldAnimCycleCount = entity->currAnimCyclesCompleted;
updateEntityAnim(entity, dt);
v2 entityRenderSize = entity->size;
switch (entity->type)
{
case entitytype_mob:
break;
case entitytype_hero:
#ifdef DENGINE_DEBUG
DEBUG_PUSH_STRING("HeroAnimCycleCount: %d",
entity->currAnimCyclesCompleted, "i32");
#endif
// NOTE(doyle): If dynamic entity, allow animations to exceed
// the actual hitbox of character
EntityAnim *anim = &entity->anim[entity->currAnimId];
v4 texRect = anim->rect[anim->currRectIndex];
entityRenderSize = math_getRectSize(texRect);
if (oldAnimCycleCount != entity->currAnimCyclesCompleted)
{
if (entity->currAnimId == entityanimid_tackle)
{
setActiveEntityAnim(entity, entityanimid_idle);
}
}
break;
default:
break;
}
f32 rotate = 0.0f;
renderer_entity(&state->renderer, cameraBounds, entity,
entityRenderSize, rotate, V4(1, 1, 1, 1));
/* Game logic */
// TODO(doyle): Undefined behaviour when multiple entities on screen
if (entity->type == entitytype_mob)
{
// TODO(doyle): Currently calculated in pixels, how about meaningful
// game units?
f32 distance = v2_magnitude(hero->pos, entity->pos);
#ifdef DENGINE_DEBUG
DEBUG_PUSH_STRING("Hero to Entity Magnitude: %06.2f", distance,
"f32");
#endif
f32 battleThreshold = 500.0f;
if (distance <= battleThreshold)
{
#ifdef DENGINE_DEBUG
v4 color = V4(1.0f, 0, 0, 1);
char *battleStr = "IN-BATTLE RANGE";
f32 strLenInPixels =
CAST(f32)(font->maxSize.w * common_strlen(battleStr));
v2 strPos =
V2((renderer->size.w * 0.5f) - (strLenInPixels * 0.5f),
renderer->size.h - 300.0f);
renderer_staticString(&state->renderer, font, battleStr, strPos,
0, color);
#endif
/* Render targetting reticule */
Texture *emptyTex =
asset_getTexture(assetManager, texlist_empty);
v2 heroCenter = v2_add(hero->pos, v2_scale(hero->size, 0.5f));
RenderTex renderTex = {emptyTex, V4(0, 1, 1, 0)};
renderer_rect(renderer, cameraBounds, heroCenter,
V2(distance, 5.0f), 0, renderTex,
V4(1, 0, 0, 0.25f));
/* Update action timer */
#ifdef DENGINE_DEBUG
ASSERT(entity->stats)
#endif
setActiveEntityAnim(hero, entityanimid_battlePose);
hero->stats->actionTimer -= dt * hero->stats->actionSpdMul;
entity->stats->actionTimer -= dt * entity->stats->actionSpdMul;
if (hero->stats->health > 0)
{
if (hero->stats->actionTimer <= 0)
{
//attackEntity(hero, entity);
hero->stats->actionTimer = hero->stats->actionRate;
}
}
if (entity->stats->health > 0)
{
if (entity->stats->actionTimer <= 0)
{
entity->stats->actionTimer = entity->stats->actionRate;
}
}
}
else
{
entity->stats->actionTimer = entity->stats->actionRate;
hero->stats->actionTimer = hero->stats->actionRate;
}
}
#ifdef DENGINE_DEBUG
/* Render debug markers on entities */
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' - CAST(i32)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[128];
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);
strPos.y -= GLOBAL_debugState.stringLineGap;
char entityIDStr[32];
snprintf(entityIDStr, ARRAY_COUNT(entityIDStr), "ID: %4d/%d", i,
world->maxEntities);
renderer_string(&state->renderer, cameraBounds, font, entityIDStr,
strPos, 0, color);
if (entity->stats)
{
strPos.y -= GLOBAL_debugState.stringLineGap;
char entityHealth[32];
snprintf(entityHealth, ARRAY_COUNT(entityHealth), "HP: %3.0f/%3.0f",
entity->stats->health, entity->stats->maxHealth);
renderer_string(&state->renderer, cameraBounds, font,
entityHealth, strPos, 0, color);
strPos.y -= GLOBAL_debugState.stringLineGap;
char entityTimer[32];
snprintf(entityTimer, ARRAY_COUNT(entityTimer), "ATB: %3.0f/%3.0f",
entity->stats->actionTimer, entity->stats->actionRate);
renderer_string(&state->renderer, cameraBounds, font,
entityTimer, strPos, 0, color);
}
}
#endif
}
TexAtlas *heroAtlas = asset_getTextureAtlas(assetManager, texlist_hero);
v4 heroAvatarTexRect = heroAtlas->texRect[herorects_head];
v2 heroAvatarSize = math_getRectSize(heroAvatarTexRect);
v2 heroAvatarP =
V2(10.0f, (renderer->size.h * 0.5f) - (0.5f * heroAvatarSize.h));
RenderTex heroRenderTex = {hero->tex, heroAvatarTexRect};
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renderer_staticRect(renderer, heroAvatarP, heroAvatarSize, 0, heroRenderTex,
V4(1, 1, 1, 1));
char *heroAvatarStr = "HP: 100/100";
f32 strLenInPixels =
CAST(f32)(font->maxSize.w * common_strlen(heroAvatarStr));
v2 strPos = V2(heroAvatarP.x, heroAvatarP.y - (0.5f * heroAvatarSize.h));
renderer_staticString(&state->renderer, font, heroAvatarStr, strPos, 0,
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V4(0, 0, 1, 1));
#ifdef DENGINE_DEBUG
/* Render debug info stack */
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");
DEBUG_PUSH_STRING("glDrawArray Calls: %d",
GLOBAL_debugState.callCount[debugcallcount_drawArrays],
"i32");
i32 debug_kbAllocated = GLOBAL_debugState.totalMemoryAllocated / 1024;
DEBUG_PUSH_STRING("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32");
debug_stringUpdateAndRender(&state->renderer, font, dt);
debug_clearCallCounter();
#endif
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}