Dengine/src/Asteroid.c

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#include "Dengine/Asteroid.h"
#include "Dengine/Debug.h"
INTERNAL void loadGameAssets(GameState *state)
{
AssetManager *assetManager = &state->assetManager;
MemoryArena_ *arena = &state->persistentArena;
{ // Init font assets
#if 0
i32 result =
asset_fontLoadTTF(assetManager, arena, &state->transientArena,
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"C:/Windows/Fonts/Arialbd.ttf", "Arial", 15);
#endif
asset_fontLoadTTF(assetManager, arena, &state->transientArena,
"F:/Workspace/Dropbox/Apps/Fonts/"
"league-spartan-master/_webfonts/"
"leaguespartan-bold.ttf",
"Arial", 15);
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}
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{ // Init shaders assets
asset_shaderLoad(
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assetManager, arena, "data/shaders/default_tex.vert.glsl",
"data/shaders/default_tex.frag.glsl", shaderlist_default);
asset_shaderLoad(
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assetManager, arena, "data/shaders/default_no_tex.vert.glsl",
"data/shaders/default_no_tex.frag.glsl", shaderlist_default_no_tex);
}
{ // Init audio assets
i32 result = asset_vorbisLoad(assetManager, arena,
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"data/audio/Asteroids/bang_large.ogg",
"bang_large");
ASSERT(!result);
result = asset_vorbisLoad(assetManager, arena,
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"data/audio/Asteroids/bang_medium.ogg",
"bang_medium");
ASSERT(!result);
result = asset_vorbisLoad(assetManager, arena,
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"data/audio/Asteroids/bang_small.ogg",
"bang_small");
ASSERT(!result);
result = asset_vorbisLoad(assetManager, arena,
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"data/audio/Asteroids/beat1.ogg", "beat1");
ASSERT(!result);
result = asset_vorbisLoad(assetManager, arena,
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"data/audio/Asteroids/beat2.ogg", "beat2");
ASSERT(!result);
result = asset_vorbisLoad(assetManager, arena,
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"data/audio/Asteroids/extra_ship.ogg",
"extra_ship");
ASSERT(!result);
result = asset_vorbisLoad(assetManager, arena,
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"data/audio/Asteroids/fire.ogg", "fire");
ASSERT(!result);
result = asset_vorbisLoad(assetManager, arena,
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"data/audio/Asteroids/saucer_big.ogg",
"saucer_big");
ASSERT(!result);
result = asset_vorbisLoad(assetManager, arena,
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"data/audio/Asteroids/saucer_small.ogg",
"saucer_small");
ASSERT(!result);
result = asset_vorbisLoad(assetManager, arena,
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"data/audio/Asteroids/thrust.ogg", "thrust");
ASSERT(!result);
}
}
#include <stdlib.h>
#include <time.h>
INTERNAL v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
i32 asteroidRadius)
{
f32 iterationAngle = 360.0f / iterations;
iterationAngle = DEGREES_TO_RADIANS(iterationAngle);
v2 *result = memory_pushBytes(arena, iterations * sizeof(v2));
for (i32 i = 0; i < iterations; i++)
{
i32 randValue = rand();
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// NOTE(doyle): Sin/cos generate values from +-1, we want to create
// vertices that start from 0, 0 (i.e. strictly positive)
result[i] = V2(((math_cosf(iterationAngle * i) + 1) * asteroidRadius),
((math_sinf(iterationAngle * i) + 1) * asteroidRadius));
ASSERT(result[i].x >= 0 && result[i].y >= 0);
#if 1
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f32 displacementDist = 0.50f * asteroidRadius;
i32 vertexDisplacement =
randValue % (i32)displacementDist + (i32)(displacementDist * 0.25f);
i32 quadrantSize = iterations / 4;
i32 firstQuadrant = quadrantSize;
i32 secondQuadrant = quadrantSize * 2;
i32 thirdQuadrant = quadrantSize * 3;
i32 fourthQuadrant = quadrantSize * 4;
if (i < firstQuadrant)
{
result[i].x += vertexDisplacement;
result[i].y += vertexDisplacement;
}
else if (i < secondQuadrant)
{
result[i].x -= vertexDisplacement;
result[i].y += vertexDisplacement;
}
else if (i < thirdQuadrant)
{
result[i].x -= vertexDisplacement;
result[i].y -= vertexDisplacement;
}
else
{
result[i].x += vertexDisplacement;
result[i].y -= vertexDisplacement;
}
#endif
}
return result;
}
INTERNAL v2 *createNormalEdgeList(MemoryArena_ *transientArena, v2 *vertexList,
i32 vertexListSize)
{
v2 *result = memory_pushBytes(transientArena, sizeof(v2) * vertexListSize);
for (i32 i = 0; i < vertexListSize - 1; i++)
{
ASSERT((i + 1) < vertexListSize);
result[i] = v2_sub(vertexList[i + 1], vertexList[i]);
result[i] = v2_perpendicular(result[i]);
}
// NOTE(doyle): Creating the last edge requires using the first
// vertex point which is at index 0
result[vertexListSize - 1] =
v2_sub(vertexList[0], vertexList[vertexListSize - 1]);
result[vertexListSize - 1] = v2_perpendicular(result[vertexListSize - 1]);
return result;
}
INTERNAL v2 calculateProjectionRangeForEdge(v2 *vertexList, i32 vertexListSize,
v2 edgeNormal)
{
v2 result = {0};
result.min = v2_dot(vertexList[0], edgeNormal);
result.max = result.min;
for (i32 vertexIndex = 0; vertexIndex < vertexListSize; vertexIndex++)
{
f32 dist = v2_dot(vertexList[vertexIndex], edgeNormal);
if (dist < result.min)
result.min = dist;
else if (dist > result.max)
result.max = dist;
}
return result;
}
INTERNAL b32 checkEdgeProjectionOverlap(v2 *vertexList, i32 listSize,
v2 *checkVertexList, i32 checkListSize,
v2 *edgeList, i32 totalNumEdges)
{
b32 result = TRUE;
for (i32 edgeIndex = 0; edgeIndex < totalNumEdges && result; edgeIndex++)
{
v2 projectionRange = calculateProjectionRangeForEdge(
vertexList, listSize, edgeList[edgeIndex]);
v2 checkProjectionRange = calculateProjectionRangeForEdge(
checkVertexList, checkListSize, edgeList[edgeIndex]);
if (!v2_intervalsOverlap(projectionRange, checkProjectionRange))
{
result = FALSE;
return result;
}
}
return result;
}
INTERNAL u32 moveEntity(GameWorldState *world, MemoryArena_ *transientArena,
Entity *entity, i32 entityIndex, v2 ddP, f32 dt,
f32 ddPSpeed)
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{
ASSERT(ABS(ddP.x) <= 1.0f && ABS(ddP.y) <= 1.0f);
/*
Assuming acceleration A over t time, then integrate twice to get
newVelocity = a*t + oldVelocity
newPos = (a*t^2)/2 + oldVelocity*t + oldPos
*/
if (ddP.x > 0.0f && ddP.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
ddP = v2_scale(ddP, 0.70710678118f);
}
ddP = v2_scale(ddP, world->pixelsPerMeter * ddPSpeed);
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v2 oldDp = entity->dP;
v2 resistance = v2_scale(oldDp, 2.0f);
ddP = v2_sub(ddP, resistance);
v2 newDp = v2_add(v2_scale(ddP, dt), oldDp);
v2 ddPHalf = v2_scale(ddP, 0.5f);
v2 ddPHalfDtSquared = v2_scale(ddPHalf, (SQUARED(dt)));
v2 oldDpDt = v2_scale(oldDp, dt);
v2 oldPos = entity->pos;
v2 newPos = v2_add(v2_add(ddPHalfDtSquared, oldDpDt), oldPos);
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i32 collisionIndex = -1;
// TODO(doyle): Collision for rects, (need to create vertex list for it)
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for (i32 i = 1; i < world->entityIndex; i++)
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{
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if (i == entityIndex) continue;
Entity *checkEntity = &world->entityList[i];
ASSERT(checkEntity->id != entity->id);
if (world->collisionTable[entity->type][checkEntity->type])
{
ASSERT(entity->vertexPoints);
ASSERT(checkEntity->vertexPoints);
/* Create entity edge lists */
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v2 *entityVertexListOffsetToP =
entity_generateUpdatedVertexList(transientArena, entity);
v2 *checkEntityVertexListOffsetToP =
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entity_generateUpdatedVertexList(transientArena, checkEntity);
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v2 *entityEdgeList =
createNormalEdgeList(transientArena, entityVertexListOffsetToP,
entity->numVertexPoints);
v2 *checkEntityEdgeList = createNormalEdgeList(
transientArena, checkEntityVertexListOffsetToP,
checkEntity->numVertexPoints);
/* Combine both edge lists into one */
i32 totalNumEdges =
checkEntity->numVertexPoints + entity->numVertexPoints;
v2 *edgeList =
memory_pushBytes(transientArena, totalNumEdges * sizeof(v2));
for (i32 i = 0; i < entity->numVertexPoints; i++)
{
edgeList[i] = entityEdgeList[i];
}
for (i32 i = 0; i < checkEntity->numVertexPoints; i++)
{
edgeList[i + entity->numVertexPoints] = checkEntityEdgeList[i];
}
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if (checkEdgeProjectionOverlap(
entityVertexListOffsetToP, entity->numVertexPoints,
checkEntityVertexListOffsetToP,
checkEntity->numVertexPoints, edgeList, totalNumEdges))
{
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collisionIndex = i;
}
}
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if (collisionIndex != -1) break;
}
entity->dP = newDp;
entity->pos = newPos;
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return collisionIndex;
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}
enum AsteroidSize
{
asteroidsize_small,
asteroidsize_medium,
asteroidsize_large,
asteroidsize_count,
};
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typedef struct
{
v2 pos;
v2 dP;
} AsteroidSpec;
INTERNAL void addAsteroidWithSpec(GameWorldState *world,
enum AsteroidSize asteroidSize,
AsteroidSpec *spec)
{
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world->asteroidCounter++;
enum EntityType type;
v2 size;
v2 **vertexCache = NULL;
if (asteroidSize == asteroidsize_small)
{
size = V2i(25, 25);
type = entitytype_asteroid_small;
vertexCache = world->asteroidSmallVertexCache;
}
else if (asteroidSize == asteroidsize_medium)
{
size = V2i(50, 50);
type = entitytype_asteroid_medium;
vertexCache = world->asteroidMediumVertexCache;
}
else if (asteroidSize == asteroidsize_large)
{
type = entitytype_asteroid_large;
size = V2i(100, 100);
vertexCache = world->asteroidLargeVertexCache;
}
else
{
ASSERT(INVALID_CODE_PATH);
}
Entity *asteroid = &world->entityList[world->entityIndex++];
asteroid->id = world->entityIdCounter++;
i32 randValue = rand();
if (!spec)
{
i32 randX = (randValue % (i32)world->size.w);
i32 randY = (randValue % (i32)world->size.h);
v2 midpoint = v2_scale(world->size, 0.5f);
Rect topLeftQuadrant = {V2(0, midpoint.y),
V2(midpoint.x, world->size.y)};
Rect botLeftQuadrant = {V2(0, 0), midpoint};
Rect topRightQuadrant = {midpoint, world->size};
Rect botRightQuadrant = {V2(midpoint.x, 0),
V2(world->size.x, midpoint.y)};
// NOTE(doyle): Off-screen so asteroids "float" into view. There's no
// particular order, just pushing things offscreen when they get
// generated
// to float back into game space
v2 newP = V2i(randX, randY);
if (math_rectContainsP(topLeftQuadrant, newP))
{
newP.y += midpoint.y;
}
else if (math_rectContainsP(botLeftQuadrant, newP))
{
newP.x -= midpoint.x;
}
else if (math_rectContainsP(topRightQuadrant, newP))
{
newP.y -= midpoint.y;
}
else if (math_rectContainsP(botRightQuadrant, newP))
{
newP.x += midpoint.x;
}
else
{
ASSERT(INVALID_CODE_PATH);
}
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asteroid->pos = newP;
}
else
{
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asteroid->pos = spec->pos;
asteroid->dP = spec->dP;
}
asteroid->size = size;
asteroid->hitbox = asteroid->size;
asteroid->offset = v2_scale(asteroid->size, -0.5f);
asteroid->type = type;
asteroid->renderMode = rendermode_polygon;
asteroid->numVertexPoints = 10;
i32 cacheIndex = randValue % ARRAY_COUNT(world->asteroidSmallVertexCache);
ASSERT(ARRAY_COUNT(world->asteroidSmallVertexCache) ==
ARRAY_COUNT(world->asteroidMediumVertexCache));
ASSERT(ARRAY_COUNT(world->asteroidSmallVertexCache) ==
ARRAY_COUNT(world->asteroidLargeVertexCache));
if (!vertexCache[cacheIndex])
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{
vertexCache[cacheIndex] = createAsteroidVertexList(
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&world->entityArena, asteroid->numVertexPoints,
(i32)(asteroid->size.w * 0.5f));
}
asteroid->vertexPoints = vertexCache[cacheIndex];
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asteroid->color = V4(1.0f, 1.0f, 1.0f, 1.0f);
}
INTERNAL void addAsteroid(GameWorldState *world, enum AsteroidSize asteroidSize)
{
addAsteroidWithSpec(world, asteroidSize, NULL);
}
INTERNAL void addBullet(GameWorldState *world, Entity *shooter)
{
Entity *bullet = &world->entityList[world->entityIndex++];
bullet->id = world->entityIdCounter++;
bullet->pos = shooter->pos;
bullet->size = V2(2.0f, 20.0f);
bullet->offset = v2_scale(bullet->size, -0.5f);
bullet->hitbox = bullet->size;
bullet->rotation = shooter->rotation;
bullet->renderMode = rendermode_polygon;
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if (!world->bulletVertexCache)
{
world->bulletVertexCache =
MEMORY_PUSH_ARRAY(&world->entityArena, 4, v2);
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world->bulletVertexCache[0] = V2(0, bullet->size.h);
world->bulletVertexCache[1] = V2(0, 0);
world->bulletVertexCache[2] = V2(bullet->size.w, 0);
world->bulletVertexCache[3] = bullet->size;
}
bullet->vertexPoints = world->bulletVertexCache;
bullet->numVertexPoints = 4;
bullet->type = entitytype_bullet;
bullet->color = V4(1.0f, 1.0f, 0, 1.0f);
}
INTERNAL void setCollisionRule(GameWorldState *world, enum EntityType a,
enum EntityType b, b32 rule)
{
ASSERT(a <= entitytype_count);
ASSERT(b <= entitytype_count);
world->collisionTable[a][b] = rule;
world->collisionTable[b][a] = rule;
}
INTERNAL AudioRenderer *getFreeAudioRenderer(GameWorldState *world,
AudioVorbis *vorbis,
i32 maxSimultaneousPlayers)
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{
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i32 freeIndex = -1;
i32 sameAudioPlayingCount = 0;
AudioRenderer *result = NULL;
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for (i32 i = 0; i < world->numAudioRenderers; i++)
{
AudioRenderer *renderer = &world->audioRenderer[i];
if (renderer->state == audiostate_playing &&
common_strcmp(renderer->audio->key, vorbis->key) == 0)
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{
sameAudioPlayingCount++;
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}
else if (renderer->state == audiostate_stopped && freeIndex == -1)
{
freeIndex = i;
}
}
if (sameAudioPlayingCount < maxSimultaneousPlayers && freeIndex != -1)
{
result = &world->audioRenderer[freeIndex];
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}
return result;
}
INTERNAL void addPlayer(GameWorldState *world)
{
Entity *ship = &world->entityList[world->entityIndex++];
ship->id = world->entityIdCounter++;
ship->pos = math_rectGetCentre(world->camera);
ship->size = V2(25.0f, 50.0f);
ship->hitbox = ship->size;
ship->offset = v2_scale(ship->size, -0.5f);
ship->numVertexPoints = 3;
ship->vertexPoints = memory_pushBytes(&world->entityArena,
sizeof(v2) * ship->numVertexPoints);
v2 triangleBaseP = V2(0, 0);
v2 triangleTopP = V2(ship->size.w * 0.5f, ship->size.h);
v2 triangleRightP = V2(ship->size.w, triangleBaseP.y);
ship->vertexPoints[0] = triangleBaseP;
ship->vertexPoints[1] = triangleRightP;
ship->vertexPoints[2] = triangleTopP;
ship->scale = 1;
ship->type = entitytype_ship;
ship->renderMode = rendermode_polygon;
ship->color = V4(1.0f, 0.5f, 0.5f, 1.0f);
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}
INTERNAL void deleteEntity(GameWorldState *world, i32 entityIndex)
{
ASSERT(entityIndex > 0);
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ASSERT(entityIndex < world->entityListSize);
/* Last entity replaces the entity to delete */
world->entityList[entityIndex] = world->entityList[world->entityIndex - 1];
/* Make sure the replaced entity from end of list is cleared out */
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Entity emptyEntity = {0};
world->entityList[--world->entityIndex] = emptyEntity;
}
#define GET_STATE_DATA(state, arena, type) \
(type *)getStateData_(state, arena, appstate_##type)
INTERNAL void *getStateData_(GameState *state, MemoryArena_ *persistentArena,
enum AppState appState)
{
void *result = NULL;
switch (appState)
{
case appstate_StartMenuState:
{
if (!state->appStateData[appState])
{
state->appStateData[appState] =
MEMORY_PUSH_STRUCT(persistentArena, StartMenuState);
}
}
break;
case appstate_GameWorldState:
{
if (!state->appStateData[appState])
{
state->appStateData[appState] =
MEMORY_PUSH_STRUCT(persistentArena, GameWorldState);
}
}
break;
default:
{
ASSERT(INVALID_CODE_PATH);
}
break;
}
ASSERT(state->appStateData[appState]);
result = state->appStateData[appState];
return result;
}
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INTERNAL v2 wrapPAroundBounds(v2 p, Rect bounds)
{
v2 result = p;
if (p.y >= bounds.max.y)
result.y = 0;
else if (p.y < bounds.min.y)
result.y = bounds.max.y;
if (p.x >= bounds.max.x)
result.x = 0;
else if (p.x < bounds.min.x)
result.x = bounds.max.x;
return result;
}
INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
{
GameWorldState *world =
GET_STATE_DATA(state, &state->persistentArena, GameWorldState);
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if (!common_isSet(world->flags, gameworldstateflags_init))
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{
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#ifdef DENGINE_DEBUG
{
u8 *data = (u8 *)world;
for (i32 i = 0; i < sizeof(GameWorldState); i++)
ASSERT(data[i] == 0);
}
#endif
world->pixelsPerMeter = 70.0f;
MemoryIndex entityArenaSize =
(MemoryIndex)((f32)memory->transientSize * 0.5f);
u8 *arenaBase = state->transientArena.base + state->transientArena.size;
memory_arenaInit(&world->entityArena, arenaBase, entityArenaSize);
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world->camera.min = V2(0, 0);
world->camera.max = state->renderer.size;
world->size = state->renderer.size;
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world->entityListSize = 1024;
world->entityList = MEMORY_PUSH_ARRAY(&world->entityArena,
world->entityListSize, Entity);
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{ // Init null entity
Entity *nullEntity = &world->entityList[world->entityIndex++];
nullEntity->id = world->entityIdCounter++;
}
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{ // Init asteroid entities
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world->numAsteroids = 15;
}
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{ // Init audio renderer
world->numAudioRenderers = 8;
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world->audioRenderer = MEMORY_PUSH_ARRAY(
&world->entityArena, world->numAudioRenderers, AudioRenderer);
}
{ // Global Collision Rules
setCollisionRule(world, entitytype_ship, entitytype_asteroid_small,
TRUE);
setCollisionRule(world, entitytype_ship, entitytype_asteroid_medium,
TRUE);
setCollisionRule(world, entitytype_ship, entitytype_asteroid_large,
TRUE);
setCollisionRule(world, entitytype_bullet,
entitytype_asteroid_small, TRUE);
setCollisionRule(world, entitytype_bullet,
entitytype_asteroid_medium, TRUE);
setCollisionRule(world, entitytype_bullet,
entitytype_asteroid_large, TRUE);
}
world->numStarP = 100;
world->starPList =
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MEMORY_PUSH_ARRAY(&world->entityArena, world->numStarP, v2);
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world->starMinOpacity = 0.25f;
for (i32 i = 0; i < world->numStarP; i++)
{
i32 randX = rand() % (i32)world->size.x;
i32 randY = rand() % (i32)world->size.y;
world->starPList[i] = V2i(randX, randY);
}
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world->flags |= gameworldstateflags_init;
world->scoreMultiplier = 5;
world->scoreMultiplierBarTimer = 0.0f;
world->scoreMultiplierBarThresholdInS = 2.0f;
}
if (common_isSet(world->flags, gameworldstateflags_level_started))
{
Font *arial40 = asset_fontGet(&state->assetManager, "Arial", 40);
Renderer *renderer = &state->renderer;
/* Render scores onto screen */
v2 stringP =
V2((renderer->size.w * 0.5f), renderer->size.h - arial40->size);
char gamePointsString[COMMON_ITOA_MAX_BUFFER_32BIT] = {0};
common_itoa(world->score, gamePointsString,
ARRAY_COUNT(gamePointsString));
renderer_stringFixedCentered(renderer, &state->transientArena, arial40,
gamePointsString, stringP, V2(0, 0), 0,
V4(1.0f, 1.0f, 1.0f, 1.0f), 1, 0);
/* Render multiplier accumulator bar onto screen */
v2 stringDim = asset_fontStringDimInPixels(arial40, gamePointsString);
v2 multiplierOutlineSize =
V2(renderer->size.w * 0.5f, stringDim.h * 0.25f);
v2 multiplierOutlineP = V2(renderer->size.w * 0.5f, stringP.h);
multiplierOutlineP.x -= (multiplierOutlineSize.w * 0.5f);
multiplierOutlineP.y -= stringDim.h * 1.5f;
renderer_rectFixedOutline(
renderer, multiplierOutlineP, multiplierOutlineSize, V2(0, 0), 2, 0,
NULL, V4(0.2f, 0.3f, 0.8f, 1.0f), 2, renderflag_no_texture);
f32 progressNormalised = world->scoreMultiplierBarTimer /
world->scoreMultiplierBarThresholdInS;
renderer_rectFixed(renderer, multiplierOutlineP,
V2(multiplierOutlineSize.w * progressNormalised,
multiplierOutlineSize.h),
V2(0, 0), 0, NULL, V4(0.2f, 0.3f, 0.8f, 1.0f), 1,
renderflag_no_texture);
/* Render multiplier counter hud onto screen */
v2 multiplierHudP = V2(0, 0.05f * renderer->size.h);
v2 multiplierHudSize =
V2((arial40->maxSize.w * 3.5f), arial40->fontHeight * 1.2f);
renderer_rectFixed(renderer, multiplierHudP, multiplierHudSize,
V2(0, 0), 0, NULL, V4(1, 1, 1, 0.1f), 2,
renderflag_no_texture);
/* Render multiplier counter string to hud */
char multiplierToString[COMMON_ITOA_MAX_BUFFER_32BIT + 1] = {0};
common_itoa(world->scoreMultiplier, multiplierToString + 1,
ARRAY_COUNT(multiplierToString) - 1);
multiplierToString[0] = 'x';
v2 multiplierToStringP = multiplierHudP;
multiplierToStringP =
v2_add(multiplierToStringP, v2_scale(multiplierHudSize, 0.5f));
renderer_stringFixedCentered(
renderer, &state->transientArena, arial40, multiplierToString,
multiplierToStringP, V2(0, 0), 0, V4(1.0f, 1.0f, 1.0f, 1.0f), 3, 0);
/* Process multiplier bar updates */
if (!common_isSet(world->flags, gameworldstateflags_player_lost))
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{
f32 barTimerPenalty = 1.0f;
if (world->timeSinceLastShot < 1.5f)
{
barTimerPenalty = 0.1f;
}
world->scoreMultiplierBarTimer += (barTimerPenalty * dt);
world->timeSinceLastShot += dt;
if (world->scoreMultiplierBarTimer >
world->scoreMultiplierBarThresholdInS)
{
world->scoreMultiplierBarTimer = 0;
world->scoreMultiplier++;
if (world->scoreMultiplier > 9999)
world->scoreMultiplier = 9999;
}
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}
}
if (common_isSet(world->flags, gameworldstateflags_player_lost))
{
Font *arial40 = asset_fontGet(&state->assetManager, "Arial", 40);
char *gameOver = "Game Over";
v2 gameOverP = v2_scale(state->renderer.size, 0.5f);
renderer_stringFixedCentered(
&state->renderer, &state->transientArena, arial40, "Game Over",
gameOverP, V2(0, 0), 0, V4(1, 1, 1, 1), 0, 0);
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v2 gameOverSize = asset_fontStringDimInPixels(arial40, gameOver);
v2 replayP = V2(gameOverP.x, gameOverP.y - (gameOverSize.h * 1.2f));
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renderer_stringFixedCentered(
&state->renderer, &state->transientArena, arial40,
"Press enter to play again or backspace to return to menu", replayP,
V2(0, 0), 0, V4(1, 1, 1, 1), 0, 0);
if (platform_queryKey(&state->input.keys[keycode_enter],
readkeytype_one_shot, 0.0f))
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{
// TODO(doyle): Extract score init default values to some game
// definitions file
world->score = 0;
world->scoreMultiplier = 5;
world->scoreMultiplierBarTimer = 0.0f;
world->scoreMultiplierBarThresholdInS = 2.0f;
addPlayer(world);
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world->flags ^= gameworldstateflags_player_lost;
}
else if (platform_queryKey(&state->input.keys[keycode_backspace],
readkeytype_one_shot, 0.0f))
{
common_memset((u8 *)world, 0, sizeof(*world));
state->currState = appstate_StartMenuState;
return;
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}
}
for (u32 i = world->asteroidCounter; i < world->numAsteroids; i++)
addAsteroid(world, (rand() % asteroidsize_count));
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Radians starRotation = DEGREES_TO_RADIANS(45.0f);
v2 starSize = V2(2, 2);
ASSERT(world->starMinOpacity >= 0.0f && world->starMinOpacity <= 1.0f);
f32 opacityFadeRateInS = 0.5f;
if (world->starFadeAway)
{
opacityFadeRateInS *= -1.0f;
}
if (world->starOpacity > 1.0f)
{
world->starOpacity = 1.0f;
world->starFadeAway = TRUE;
}
else if (world->starOpacity < world->starMinOpacity)
{
world->starOpacity = world->starMinOpacity;
world->starFadeAway = FALSE;
}
world->starOpacity += (opacityFadeRateInS * dt);
DEBUG_PUSH_VAR("Star Opacity: %5.2f", world->starOpacity, "f32");
for (i32 i = 0; i < world->numStarP; i++)
{
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world->starPList[i] = v2_add(world->starPList[i], V2(4.0f * dt, 0));
world->starPList[i] = wrapPAroundBounds(
world->starPList[i], math_rectCreate(V2(0, 0), world->size));
renderer_rect(&state->renderer, world->camera, world->starPList[i],
starSize, V2(0, 0), starRotation, NULL,
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V4(0.8f, 0.8f, 0.8f, world->starOpacity), 0,
renderflag_no_texture | renderflag_wireframe);
}
#ifdef DENGINE_DEBUG
if (platform_queryKey(&state->input.keys[keycode_left_square_bracket],
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readkeytype_repeat, 0.2f))
{
addAsteroid(world, (rand() % asteroidsize_count));
}
#endif
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ASSERT(world->entityList[0].id == NULL_ENTITY_ID);
for (i32 i = 1; i < world->entityIndex; i++)
{
Entity *entity = &world->entityList[i];
ASSERT(entity->type != entitytype_invalid);
v2 pivotPoint = {0};
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f32 ddPSpeedInMs = 0;
v2 ddP = {0};
if (entity->type == entitytype_ship)
{
if (platform_queryKey(&state->input.keys[keycode_up],
readkeytype_repeat, 0.0f))
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{
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// TODO(doyle): Renderer creates upfacing triangles by default,
// but we need to offset rotation so that our base "0 degrees"
// is right facing for trig to work
Radians rotation =
DEGREES_TO_RADIANS((entity->rotation + 90.0f));
v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
ddP = direction;
AudioVorbis *thrust =
asset_vorbisGet(&state->assetManager, "thrust");
AudioRenderer *audioRenderer =
getFreeAudioRenderer(world, thrust, 3);
if (audioRenderer)
{
audio_vorbisPlay(&state->transientArena,
&state->audioManager, audioRenderer,
thrust, 1);
}
}
if (platform_queryKey(&state->input.keys[keycode_space],
readkeytype_one_shot, KEY_DELAY_NONE))
{
addBullet(world, entity);
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if (world->timeSinceLastShot >= 0)
{
world->timeSinceLastShot = 0;
f32 multiplierPenalty = -2.0f;
world->timeSinceLastShot += multiplierPenalty;
}
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AudioVorbis *fire =
asset_vorbisGet(&state->assetManager, "fire");
AudioRenderer *audioRenderer =
getFreeAudioRenderer(world, fire, 2);
if (audioRenderer)
{
// TODO(doyle): Atm transient arena is not used, this is
// just to fill out the arguments
audio_vorbisPlay(&state->transientArena,
&state->audioManager, audioRenderer, fire,
1);
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}
}
Degrees rotationsPerSecond = 180.0f;
if (platform_queryKey(&state->input.keys[keycode_left],
readkeytype_repeat, 0.0f))
{
entity->rotation += (rotationsPerSecond)*dt;
}
if (platform_queryKey(&state->input.keys[keycode_right],
readkeytype_repeat, 0.0f))
{
entity->rotation -= (rotationsPerSecond)*dt;
}
entity->rotation = (f32)((i32)entity->rotation);
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ddPSpeedInMs = 25;
DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2");
DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2");
DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32");
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DEBUG_PUSH_VAR("TimeSinceLastShot: %5.2f", world->timeSinceLastShot,
"f32");
renderer_rect(&state->renderer, world->camera, entity->pos,
V2(5, 5), V2(0, 0),
DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(1.0f, 1.0f, 1.0f, 1.0f), 0, renderflag_no_texture);
}
else if (entity->type >= entitytype_asteroid_small &&
entity->type <= entitytype_asteroid_large)
{
i32 randValue = rand();
// NOTE(doyle): If it is a new asteroid with no dp set, we need to
// set a initial dp for it to move from.
v2 localDp = {0};
if ((i32)entity->dP.x == 0 && (i32)entity->dP.y == 0)
{
enum Direction direction = randValue % direction_count;
switch (direction)
{
case direction_north:
case direction_northwest:
{
localDp.x = 1.0f;
localDp.y = 1.0f;
}
break;
case direction_west:
case direction_southwest:
{
localDp.x = -1.0f;
localDp.y = -1.0f;
}
break;
case direction_south:
case direction_southeast:
{
localDp.x = 1.0f;
localDp.y = -1.0f;
}
break;
case direction_east:
case direction_northeast:
{
localDp.x = 1.0f;
localDp.y = 1.0f;
}
break;
default:
{
ASSERT(INVALID_CODE_PATH);
}
break;
}
}
// NOTE(doyle): Otherwise, if it has pre-existing dp, maintain our
// direction by extrapolating from it's current dp
else
{
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if (entity->dP.x >= 0)
localDp.x = 1.0f;
else
localDp.x = -1.0f;
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if (entity->dP.y >= 0)
localDp.y = 1.0f;
else
localDp.y = -1.0f;
}
/*
NOTE(doyle): We compare current dP with the calculated dP. In the
event we want to artificially boost the asteroid, we set a higher
dP on creation, which will have a higher dP than the default dP
we calculate. So here we choose to keep it until it decays enough
that the default dP of the asteroid is accepted.
*/
v2 newDp = v2_scale(localDp, world->pixelsPerMeter * 1.5f);
f32 newDpSum = ABS(newDp.x) + ABS(newDp.y);
f32 oldDpSum = ABS(entity->dP.x) + ABS(entity->dP.y);
if (newDpSum > oldDpSum)
{
entity->dP = newDp;
}
}
else if (entity->type == entitytype_bullet)
{
if (!math_rectContainsP(world->camera, entity->pos))
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{
deleteEntity(world, i--);
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continue;
}
Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f));
v2 localDp = V2(math_cosf(rotation), math_sinf(rotation));
entity->dP = v2_scale(localDp, world->pixelsPerMeter * 5);
}
else if (entity->type == entitytype_particle)
{
f32 diff = entity->color.a - 0.1f;
if (diff < 0.01f)
{
deleteEntity(world, i--);
continue;
}
f32 divisor =
MAX(entity->particleInitDp.x, entity->particleInitDp.y);
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f32 maxDp = MAX(entity->dP.x, entity->dP.y);
entity->color.a = maxDp / divisor;
}
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entity->pos = wrapPAroundBounds(entity->pos,
math_rectCreate(V2(0, 0), world->size));
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/* Loop entity around world */
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i32 collisionIndex = moveEntity(world, &state->transientArena, entity,
i, ddP, dt, ddPSpeedInMs);
v4 collideColor = {0};
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if (collisionIndex != -1)
{
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ASSERT(collisionIndex < world->entityIndex);
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Entity *collideEntity = &world->entityList[collisionIndex];
Entity *colliderA;
Entity *colliderB;
if (collideEntity->type < entity->type)
{
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colliderA = collideEntity;
colliderB = entity;
}
else
{
colliderA = entity;
colliderB = collideEntity;
}
// Assumptions made that the collision detect system relies on
ASSERT(entitytype_ship < entitytype_asteroid_small);
ASSERT(entitytype_asteroid_small < entitytype_asteroid_medium);
ASSERT(entitytype_asteroid_medium < entitytype_asteroid_large);
ASSERT(entitytype_asteroid_large < entitytype_bullet);
ASSERT(entitytype_asteroid_small + 1 == entitytype_asteroid_medium);
ASSERT(entitytype_asteroid_medium + 1 == entitytype_asteroid_large);
if (colliderA->type >= entitytype_asteroid_small &&
colliderA->type <= entitytype_asteroid_large)
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{
f32 numParticles = 4;
if (colliderA->type == entitytype_asteroid_medium)
{
AsteroidSpec spec = {0};
spec.pos = colliderA->pos;
spec.dP = v2_scale(colliderA->dP, -2.0f);
addAsteroidWithSpec(world, asteroidsize_small, &spec);
numParticles = 8;
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world->score += (10 * world->scoreMultiplier);
}
else if (colliderA->type == entitytype_asteroid_large)
{
AsteroidSpec spec = {0};
spec.pos = colliderA->pos;
spec.dP = v2_scale(colliderA->dP, -4.0f);
addAsteroidWithSpec(world, asteroidsize_medium, &spec);
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spec.dP = v2_perpendicular(spec.dP);
addAsteroidWithSpec(world, asteroidsize_small, &spec);
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spec.dP = v2_perpendicular(colliderA->dP);
addAsteroidWithSpec(world, asteroidsize_small, &spec);
numParticles = 16;
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world->score += (20 * world->scoreMultiplier);
}
else
{
world->score += (5 * world->scoreMultiplier);
}
for (i32 i = 0; i < numParticles; i++)
{
{ // Add particles
Entity *particle =
&world->entityList[world->entityIndex++];
particle->id = world->entityIdCounter++;
2016-11-28 14:41:33 +00:00
particle->pos = colliderA->pos;
particle->size = V2(4.0f, 4.0f);
i32 randValue = rand();
Radians rotation =
DEGREES_TO_RADIANS((randValue % 360));
v2 randDirectionVec =
V2(math_cosf(rotation), math_sinf(rotation));
i32 particleDpLimit = 8;
f32 randDpMultiplier =
(f32)(randValue % particleDpLimit) + 1;
v2 newDp = v2_scale(colliderA->dP, randDpMultiplier);
newDp = v2_hadamard(newDp, randDirectionVec);
particle->dP = newDp;
particle->particleInitDp = newDp;
particle->offset = v2_scale(particle->size, -0.5f);
particle->hitbox = particle->size;
particle->rotation = 0;
particle->renderMode = rendermode_polygon;
if (!world->particleVertexCache)
{
world->particleVertexCache =
MEMORY_PUSH_ARRAY(&world->entityArena, 4, v2);
world->particleVertexCache[0] =
V2(0, particle->size.h);
world->particleVertexCache[1] = V2(0, 0);
world->particleVertexCache[2] =
V2(particle->size.w, 0);
world->particleVertexCache[3] = particle->size;
}
particle->vertexPoints = world->particleVertexCache;
particle->numVertexPoints = 4;
particle->type = entitytype_particle;
particle->color = V4(1.0f, 0.0f, 0, 1.0f);
}
}
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ASSERT(colliderB->type == entitytype_bullet);
deleteEntity(world, collisionIndex);
deleteEntity(world, i--);
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world->asteroidCounter--;
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ASSERT(world->asteroidCounter >= 0);
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char *sound;
i32 choice = rand() % 3;
if (choice == 0)
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{
sound = "bang_small";
}
else if (choice == 1)
{
sound = "bang_medium";
}
else
{
sound = "bang_large";
}
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AudioVorbis *explode =
asset_vorbisGet(&state->assetManager, sound);
AudioRenderer *audioRenderer =
getFreeAudioRenderer(world, explode, 3);
if (audioRenderer)
{
audio_vorbisPlay(&state->transientArena,
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&state->audioManager, audioRenderer,
explode, 1);
}
continue;
}
else if (colliderA->type == entitytype_ship)
{
if (colliderB->type >= entitytype_asteroid_small &&
colliderB->type <= entitytype_asteroid_large)
{
world->flags |= gameworldstateflags_player_lost;
if (collideEntity->type == entitytype_ship)
{
deleteEntity(world, collisionIndex);
}
else
{
deleteEntity(world, i--);
}
AudioVorbis *explode =
asset_vorbisGet(&state->assetManager, "bang_large");
AudioRenderer *audioRenderer =
getFreeAudioRenderer(world, explode, 3);
if (audioRenderer)
{
audio_vorbisPlay(&state->transientArena,
&state->audioManager, audioRenderer,
explode, 1);
}
continue;
}
}
}
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
renderer_entity(&state->renderer, &state->transientArena, world->camera,
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entity, V2(0, 0), 0, collideColor, 0, flags);
}
for (i32 i = 0; i < world->numAudioRenderers; i++)
{
AudioRenderer *audioRenderer = &world->audioRenderer[i];
audio_updateAndPlay(&state->transientArena, &state->audioManager,
audioRenderer);
}
}
INTERNAL void startMenuUpdate(GameState *state, Memory *memory, f32 dt)
{
AssetManager *assetManager = &state->assetManager;
InputBuffer *inputBuffer = &state->input;
Renderer *renderer = &state->renderer;
MemoryArena_ *transientArena = &state->transientArena;
UiState *uiState = &state->uiState;
StartMenuState *menuState =
GET_STATE_DATA(state, &state->persistentArena, StartMenuState);
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i32 uiZDepth = 2;
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if (!menuState->init)
{
MemoryArena_ *persistentArena = &state->persistentArena;
OptimalArrayV2 *resolutionArray = inputBuffer->resolutionList;
v2 currRes = renderer->size;
i32 resIndex = -1;
menuState->resStrings = memory_pushBytes(
persistentArena, resolutionArray->index * sizeof(String *));
for (i32 i = 0; i < resolutionArray->index; i++)
{
v2 res = resolutionArray->ptr[i];
if (v2_equals(res, currRes)) resIndex = i;
char widthString[8] = {0};
char heightString[8] = {0};
common_itoa((i32)res.w, widthString, ARRAY_COUNT(widthString));
common_itoa((i32)res.h, heightString, ARRAY_COUNT(heightString));
String *resString = common_stringMake(transientArena, widthString);
resString = common_stringAppend(transientArena, resString, "x", 1);
resString =
common_stringAppend(transientArena, resString, heightString,
ARRAY_COUNT(heightString));
menuState->resStrings[i] = MEMORY_PUSH_ARRAY(
persistentArena, common_stringLen(resString), char);
common_strncpy(menuState->resStrings[i], resString,
common_stringLen(resString));
}
if (resIndex == -1) ASSERT(INVALID_CODE_PATH);
menuState->init = TRUE;
menuState->numResStrings = resolutionArray->index;
menuState->resStringDisplayIndex = resIndex;
}
Font *arial15 = asset_fontGetOrCreateOnDemand(
assetManager, &state->persistentArena, transientArena, "Arial", 15);
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Font *arial40 = asset_fontGetOrCreateOnDemand(
assetManager, &state->persistentArena, transientArena, "Arial", 40);
v2 screenCenter = v2_scale(renderer->size, 0.5f);
ui_beginState(uiState);
if (menuState->optionsShow)
{
if (platform_queryKey(&inputBuffer->keys[keycode_o],
readkeytype_one_shot, KEY_DELAY_NONE) ||
platform_queryKey(&inputBuffer->keys[keycode_backspace],
readkeytype_one_shot, KEY_DELAY_NONE))
{
menuState->optionsShow = FALSE;
}
else
{
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if (platform_queryKey(&inputBuffer->keys[keycode_enter],
readkeytype_one_shot, KEY_DELAY_NONE))
{
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OptimalArrayV2 *resolutionArray = inputBuffer->resolutionList;
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menuState->newResolutionRequest = TRUE;
v2 newSize =
resolutionArray->ptr[menuState->resStringDisplayIndex];
renderer_updateSize(renderer, &state->assetManager, newSize);
// TODO(doyle): reset world arena instead of zeroing out struct
GameWorldState *world = GET_STATE_DATA(
state, &state->persistentArena, GameWorldState);
2016-11-28 14:41:33 +00:00
common_memset((u8 *)world, 0, sizeof(GameWorldState));
debug_init(newSize, *arial15);
}
else
{
if (platform_queryKey(&inputBuffer->keys[keycode_left],
readkeytype_one_shot, KEY_DELAY_NONE))
{
menuState->resStringDisplayIndex--;
}
else if (platform_queryKey(&inputBuffer->keys[keycode_right],
readkeytype_one_shot,
KEY_DELAY_NONE))
{
menuState->resStringDisplayIndex++;
}
if (menuState->resStringDisplayIndex < 0)
{
menuState->resStringDisplayIndex = 0;
}
else if (menuState->resStringDisplayIndex >=
menuState->numResStrings)
{
menuState->resStringDisplayIndex =
menuState->numResStrings - 1;
}
}
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f32 textYOffset = arial40->size * 1.5f;
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{ // Options Title String Display
const char *const title = "Options";
v2 p = v2_add(screenCenter, V2(0, textYOffset));
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renderer_stringFixedCentered(renderer, transientArena, arial40,
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title, p, V2(0, 0), 0,
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V4(1, 1, 1, 1), uiZDepth, 0);
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}
{ // Resolution String Display
/* Draw label */
const char *const resolutionLabel = "Resolution";
v2 p = v2_add(screenCenter, V2(0, 0));
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renderer_stringFixedCentered(renderer, transientArena, arial40,
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resolutionLabel, p, V2(0, 0), 0,
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V4(1, 1, 1, 1), uiZDepth, 0);
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/* Draw label value */
char *resStringToDisplay =
menuState->resStrings[menuState->resStringDisplayIndex];
p = v2_add(screenCenter, V2(0, -textYOffset));
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renderer_stringFixedCentered(renderer, transientArena, arial40,
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resStringToDisplay, p, V2(0, 0), 0,
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V4(1, 1, 1, 1), uiZDepth, 0);
}
}
}
else
{
/* Draw title text */
const char *const title = "Asteroids";
v2 p = v2_add(screenCenter, V2(0, 40));
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renderer_stringFixedCentered(renderer, transientArena, arial40, title,
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p, V2(0, 0), 0, V4(1, 1, 1, 1), uiZDepth,
0);
/* Draw blinking start game prompt */
menuState->startPromptBlinkTimer -= dt;
if (menuState->startPromptBlinkTimer < 0.0f)
{
menuState->startPromptBlinkTimer = 1.0f;
menuState->startPromptShow =
(menuState->startPromptShow) ? FALSE : TRUE;
}
if (menuState->startPromptShow)
{
const char *const gameStart = "Press enter to start";
v2 p = v2_add(screenCenter, V2(0, -40));
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renderer_stringFixedCentered(renderer, transientArena, arial40,
gameStart, p, V2(0, 0), 0,
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V4(1, 1, 1, 1), uiZDepth, 0);
}
{ // Draw show options prompt
const char *const optionPrompt = "Press [o] for options ";
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v2 p = v2_add(screenCenter, V2(0, -120));
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renderer_stringFixedCentered(renderer, transientArena, arial40,
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optionPrompt, p, V2(0, 0), 0,
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V4(1, 1, 1, 1), uiZDepth, 0);
}
if (platform_queryKey(&inputBuffer->keys[keycode_enter],
readkeytype_one_shot, KEY_DELAY_NONE))
{
GameWorldState *world =
GET_STATE_DATA(state, &state->persistentArena, GameWorldState);
state->currState = appstate_GameWorldState;
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world->flags |= gameworldstateflags_level_started;
addPlayer(world);
}
else if (platform_queryKey(&inputBuffer->keys[keycode_o],
readkeytype_one_shot, KEY_DELAY_NONE))
{
menuState->optionsShow = TRUE;
}
}
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ui_endState(uiState, inputBuffer);
}
#define ASTEROID_GET_STATE_DATA(state, type) \
(type *)asteroid_getStateData_(state, appstate_##type)
void *asteroid_getStateData_(GameState *state, enum AppState appState)
{
void *result = state->appStateData[appState];
return result;
}
void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
v2 windowSize, f32 dt)
{
MemoryIndex globalTransientArenaSize =
(MemoryIndex)((f32)memory->transientSize * 0.5f);
memory_arenaInit(&state->transientArena, memory->transient,
globalTransientArenaSize);
if (!state->init)
{
srand((u32)time(NULL));
asset_init(&state->assetManager, &state->persistentArena);
audio_init(&state->audioManager);
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// NOTE(doyle): Load game assets must be before init_renderer so that
// shaders are available for the renderer configuration
loadGameAssets(state);
renderer_init(&state->renderer, &state->assetManager,
&state->persistentArena, windowSize);
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Font *arial15 = asset_fontGet(&state->assetManager, "Arial", 15);
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debug_init(windowSize, *arial15);
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state->currState = appstate_StartMenuState;
state->init = TRUE;
}
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platform_inputBufferProcess(&state->input, dt);
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switch (state->currState)
{
case appstate_StartMenuState:
{
// NOTE(doyle): Let menu overlay the game menu. We add player on "enter"
// So fall through to appstate_game is valid here!
startMenuUpdate(state, memory, dt);
}
case appstate_GameWorldState:
{
gameUpdate(state, memory, dt);
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}
break;
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default:
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{
ASSERT(INVALID_CODE_PATH);
}
break;
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}
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debug_drawUi(state, dt);
renderer_renderGroups(&state->renderer);
}