2016-06-16 14:14:58 +00:00
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#include <WorldTraveller/WorldTraveller.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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2016-06-17 14:40:40 +00:00
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void worldTraveller_gameInit(GameState *state)
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2016-06-16 14:14:58 +00:00
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{
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/* Initialise assets */
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2016-06-17 14:40:40 +00:00
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asset_loadTextureImage("data/textures/WorldTraveller/elisa-spritesheet1.png",
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"hero");
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glCheckError();
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state->state = state_active;
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Renderer *renderer = &state->renderer;
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asset_loadShaderFiles("data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl", "sprite");
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glCheckError();
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renderer->shader = asset_getShader("sprite");
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shader_use(renderer->shader);
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glm::mat4 projection = glm::ortho(0.0f, CAST(GLfloat) state->width, 0.0f,
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CAST(GLfloat) state->height, 0.0f, 1.0f);
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shader_uniformSetMat4fv(renderer->shader, "projection", projection);
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glCheckError();
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/* Init renderer */
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// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
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// vertices v0, v1, v2, then v2, v1, v3 (note the order)
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glm::vec4 vertices[] = {
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// x y s t
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{0.0f, 1.0f, 0.0f, 1.0f}, // Top left
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{0.0f, 0.0f, 0.0f, 0.0f}, // Bottom left
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{1.0f, 1.0f, 1.0f, 1.0f}, // Top right
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{1.0f, 0.0f, 1.0f, 0.0f}, // Bottom right
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};
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GLuint VBO;
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/* Create buffers */
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glGenVertexArrays(1, &renderer->quadVAO);
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glGenBuffers(1, &VBO);
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glCheckError();
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/* Bind buffers */
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindVertexArray(renderer->quadVAO);
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/* Configure VBO */
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glCheckError();
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/* Configure VAO */
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const GLuint numVertexElements = 4;
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const GLuint vertexSize = sizeof(glm::vec4);
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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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2016-06-16 14:14:58 +00:00
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/* Init hero */
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2016-06-17 14:40:40 +00:00
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Entity *hero = &state->hero;
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hero->tex = asset_getTexture("hero");
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hero->size = glm::vec2(100, 100);
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glm::vec2 screenCentre =
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glm::vec2(state->width / 2.0f, state->height / 2.0f);
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glm::vec2 heroOffsetToCentre =
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glm::vec2(-((i32)hero->size.x / 2), -((i32)hero->size.y / 2));
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2016-06-16 14:14:58 +00:00
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glm::vec2 heroCentered = screenCentre + heroOffsetToCentre;
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2016-06-17 14:40:40 +00:00
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hero->pos = heroCentered;
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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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srand(CAST(u32)(glfwGetTime()));
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glCheckError();
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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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glm::vec2 ddPos = glm::vec2(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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}
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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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}
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2016-06-17 14:40:40 +00:00
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if (state->keys[GLFW_KEY_UP])
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2016-06-17 08:11:23 +00:00
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{
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ddPos.y = 1.0f;
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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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if (state->keys[GLFW_KEY_DOWN])
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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.y = -1.0f;
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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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if (ddPos.x != 0.0f && ddPos.y != 0.0f)
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{
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// NOTE(doyle): Cheese it and pre-compute the vector for diagonal using
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// pythagoras theorem on a unit triangle
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// 1^2 + 1^2 = c^2
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ddPos *= 0.70710678118f;
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}
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2016-06-17 14:40:40 +00:00
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f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2
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if (state->keys[GLFW_KEY_LEFT_SHIFT])
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{
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heroSpeed = CAST(f32)(22.0f * 5.0f * METERS_TO_PIXEL);
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}
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2016-06-17 08:11:23 +00:00
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ddPos *= heroSpeed;
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// TODO(doyle): Counteracting force on player's acceleration is arbitrary
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2016-06-17 14:40:40 +00:00
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Entity *hero = &state->hero;
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ddPos += -(5.5f * hero->dPos);
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2016-06-17 08:11:23 +00:00
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2016-06-17 14:40:40 +00:00
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glm::vec2 newHeroP =
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(0.5f * ddPos) * squared(dt) + (hero->dPos * dt) + hero->pos;
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2016-06-17 08:11:23 +00:00
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2016-06-17 14:40:40 +00:00
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hero->dPos = (ddPos * dt) + hero->dPos;
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hero->pos = newHeroP;
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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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void worldTraveller_gameUpdateAndRender(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 14:40:40 +00:00
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/* Update */
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parseInput(state, dt);
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glCheckError();
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/* Render */
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renderer_entity(&state->renderer, &state->hero);
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// TODO(doyle): Clean up lines
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// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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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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