Change start screen to pre-init the world
This commit is contained in:
parent
6df92e7aed
commit
15b4ff59f7
200
src/Asteroid.c
200
src/Asteroid.c
@ -7,9 +7,17 @@ INTERNAL void loadGameAssets(GameState *state)
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MemoryArena_ *arena = &state->persistentArena;
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{ // Init font assets
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#if 0
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i32 result =
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asset_fontLoadTTF(assetManager, arena, &state->transientArena,
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"C:/Windows/Fonts/Arialbd.ttf", "Arial", 15);
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#endif
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asset_fontLoadTTF(assetManager, arena, &state->transientArena,
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"F:/Workspace/Dropbox/Apps/Fonts/"
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"league-spartan-master/_webfonts/"
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"leaguespartan-bold.ttf",
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"Arial", 15);
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}
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{ // Init shaders assets
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@ -64,7 +72,7 @@ INTERNAL void loadGameAssets(GameState *state)
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#include <stdlib.h>
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#include <time.h>
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v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
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INTERNAL v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
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i32 asteroidRadius)
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{
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f32 iterationAngle = 360.0f / iterations;
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@ -120,7 +128,7 @@ v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
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return result;
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}
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v2 *createNormalEdgeList(MemoryArena_ *transientArena, v2 *vertexList,
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INTERNAL v2 *createNormalEdgeList(MemoryArena_ *transientArena, v2 *vertexList,
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i32 vertexListSize)
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{
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v2 *result = memory_pushBytes(transientArena, sizeof(v2) * vertexListSize);
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@ -140,7 +148,7 @@ v2 *createNormalEdgeList(MemoryArena_ *transientArena, v2 *vertexList,
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return result;
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}
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v2 calculateProjectionRangeForEdge(v2 *vertexList, i32 vertexListSize,
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INTERNAL v2 calculateProjectionRangeForEdge(v2 *vertexList, i32 vertexListSize,
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v2 edgeNormal)
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{
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v2 result = {0};
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@ -160,7 +168,7 @@ v2 calculateProjectionRangeForEdge(v2 *vertexList, i32 vertexListSize,
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return result;
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}
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b32 checkEdgeProjectionOverlap(v2 *vertexList, i32 listSize,
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INTERNAL b32 checkEdgeProjectionOverlap(v2 *vertexList, i32 listSize,
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v2 *checkVertexList, i32 checkListSize,
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v2 *edgeList, i32 totalNumEdges)
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{
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@ -443,18 +451,60 @@ INTERNAL void setCollisionRule(World *world, enum EntityType a,
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world->collisionTable[b][a] = rule;
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}
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INTERNAL AudioRenderer *getFreeAudioRenderer(World *world)
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INTERNAL AudioRenderer *getFreeAudioRenderer(World *world, AudioVorbis *vorbis,
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i32 maxSimultaneousPlayers)
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{
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i32 freeIndex = -1;
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i32 sameAudioPlayingCount = 0;
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AudioRenderer *result = NULL;
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for (i32 i = 0; i < world->numAudioRenderers; i++)
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{
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AudioRenderer *renderer = &world->audioRenderer[i];
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if (renderer->state == audiostate_stopped)
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if (renderer->state == audiostate_playing &&
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common_strcmp(renderer->audio->key, vorbis->key) == 0)
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{
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return renderer;
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sameAudioPlayingCount++;
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}
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else if (renderer->state == audiostate_stopped && freeIndex == -1)
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{
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freeIndex = i;
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}
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}
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return NULL;
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if (sameAudioPlayingCount < maxSimultaneousPlayers && freeIndex != -1)
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{
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result = &world->audioRenderer[freeIndex];
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}
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return result;
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}
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INTERNAL void addPlayer(World *world)
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{
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Entity *ship = &world->entityList[world->entityIndex++];
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ship->id = world->entityIdCounter++;
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ship->pos = math_rectGetCentre(world->camera);
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ship->size = V2(25.0f, 50.0f);
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ship->hitbox = ship->size;
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ship->offset = v2_scale(ship->size, -0.5f);
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ship->numVertexPoints = 3;
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ship->vertexPoints = memory_pushBytes(&world->entityArena,
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sizeof(v2) * ship->numVertexPoints);
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v2 triangleBaseP = V2(0, 0);
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v2 triangleTopP = V2(ship->size.w * 0.5f, ship->size.h);
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v2 triangleRightP = V2(ship->size.w, triangleBaseP.y);
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ship->vertexPoints[0] = triangleBaseP;
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ship->vertexPoints[1] = triangleRightP;
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ship->vertexPoints[2] = triangleTopP;
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ship->scale = 1;
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ship->type = entitytype_ship;
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ship->renderMode = rendermode_polygon;
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ship->color = V4(1.0f, 0.5f, 0.5f, 1.0f);
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}
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INTERNAL void deleteEntity(World *world, i32 entityIndex)
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@ -497,37 +547,11 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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}
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{ // Init audio renderer
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world->numAudioRenderers = 6;
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world->numAudioRenderers = 8;
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world->audioRenderer = MEMORY_PUSH_ARRAY(
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&world->entityArena, world->numAudioRenderers, AudioRenderer);
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}
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{ // Init ship entity
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Entity *ship = &world->entityList[world->entityIndex++];
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ship->id = world->entityIdCounter++;
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ship->pos = math_rectGetCentre(world->camera);
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ship->size = V2(25.0f, 50.0f);
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ship->hitbox = ship->size;
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ship->offset = v2_scale(ship->size, -0.5f);
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ship->numVertexPoints = 3;
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ship->vertexPoints = memory_pushBytes(
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&world->entityArena, sizeof(v2) * ship->numVertexPoints);
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v2 triangleBaseP = V2(0, 0);
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v2 triangleTopP = V2(ship->size.w * 0.5f, ship->size.h);
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v2 triangleRightP = V2(ship->size.w, triangleBaseP.y);
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ship->vertexPoints[0] = triangleBaseP;
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ship->vertexPoints[1] = triangleRightP;
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ship->vertexPoints[2] = triangleTopP;
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ship->scale = 1;
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ship->type = entitytype_ship;
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ship->renderMode = rendermode_polygon;
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ship->color = V4(1.0f, 0.5f, 0.5f, 1.0f);
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}
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{ // Global Collision Rules
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setCollisionRule(world, entitytype_ship, entitytype_asteroid_small,
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TRUE);
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@ -543,19 +567,32 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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entitytype_asteroid_large, TRUE);
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}
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world->numStarP = 100;
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world->starPList =
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MEMORY_PUSH_ARRAY(&state->persistentArena, world->numStarP, v2);
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for (i32 i = 0; i < world->numStarP; i++)
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{
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i32 randX = rand() % (i32)world->worldSize.x;
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i32 randY = rand() % (i32)world->worldSize.y;
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world->starPList[i] = V2i(randX, randY);
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}
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world->init = TRUE;
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world->onInitAsteroidSpawnTimer = 1.0f;
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}
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if (world->onInitAsteroidSpawnTimer > 0)
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{
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world->onInitAsteroidSpawnTimer -= dt;
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}
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else
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{
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for (u32 i = world->asteroidCounter; i < world->numAsteroids; i++)
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addAsteroid(world, (rand() % asteroidsize_count));
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Radians starRotation = DEGREES_TO_RADIANS(45.0f);
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v2 starSize = V2(2, 2);
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for (i32 i = 0; i < world->numStarP; i++)
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{
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renderer_rect(&state->renderer, world->camera, world->starPList[i],
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starSize, V2(0, 0), starRotation, NULL,
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V4(1.0f, 1.0f, 0, 0.5f),
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renderflag_no_texture | renderflag_wireframe);
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}
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if (platform_queryKey(&state->input.keys[keycode_left_square_bracket],
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@ -592,16 +629,17 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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{
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addBullet(world, entity);
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AudioRenderer *audioRenderer = getFreeAudioRenderer(world);
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if (audioRenderer)
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{
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AudioVorbis *fire =
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asset_vorbisGet(&state->assetManager, "fire");
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AudioRenderer *audioRenderer =
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getFreeAudioRenderer(world, fire, 2);
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if (audioRenderer)
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{
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// TODO(doyle): Atm transient arena is not used, this is
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// just to fill out the arguments
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audio_vorbisPlay(&state->transientArena,
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&state->audioManager, audioRenderer, fire,
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1);
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&state->audioManager, audioRenderer,
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fire, 1);
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}
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}
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@ -863,9 +901,6 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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ASSERT(world->asteroidCounter >= 0);
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AudioRenderer *audioRenderer = getFreeAudioRenderer(world);
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if (audioRenderer)
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{
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char *sound;
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i32 choice = rand() % 3;
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if (choice == 0)
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@ -883,6 +918,10 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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AudioVorbis *explode =
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asset_vorbisGet(&state->assetManager, sound);
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AudioRenderer *audioRenderer =
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getFreeAudioRenderer(world, explode, 3);
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if (audioRenderer)
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{
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audio_vorbisPlay(&state->transientArena,
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&state->audioManager, audioRenderer,
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explode, 1);
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@ -907,37 +946,60 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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}
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}
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LOCAL_PERSIST f32 flashingGameStartTimerThreshold = 1.0f;
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LOCAL_PERSIST f32 flashingGameStartTimer = 1.0f;
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LOCAL_PERSIST b32 toggleShowGameStart = TRUE;
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INTERNAL void startMenuUpdate(GameState *state, Memory *memory, f32 dt)
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{
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UiState *uiState = &state->uiState;
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MemoryArena_ *transientArena = &state->transientArena;
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AssetManager *assetManager = &state->assetManager;
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Renderer *renderer = &state->renderer;
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World *world = &state->world;
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InputBuffer *inputBuffer = &state->input;
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Renderer *renderer = &state->renderer;
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MemoryArena_ *transientArena = &state->transientArena;
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UiState *uiState = &state->uiState;
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World *world = &state->world;
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Font *arial15 = asset_fontGetOrCreateOnDemand(
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assetManager, &state->persistentArena, transientArena, "Arial", 15);
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Font *arial25 = asset_fontGetOrCreateOnDemand(
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assetManager, &state->persistentArena, transientArena, "Arial", 40);
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f32 margin = 20.0f;
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f32 padding = 20.0f;
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v2 titleP = V2(margin, renderer->size.h - 100 + margin);
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renderer_stringFixed(renderer, transientArena, arial25, "Asteroids",
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titleP, V2(0, 0), 0, V4(1, 0, 0, 1), 0);
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v2 screenCenter = v2_scale(renderer->size, 0.5f);
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const char *const title = "Asteroids";
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v2 titleDim = asset_fontStringDimInPixels(arial25, title);
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v2 halfTitleDim = v2_scale(titleDim, 0.5f);
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v2 titleP = v2_add(screenCenter, V2(0, 40));
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titleP = v2_sub(titleP, halfTitleDim);
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renderer_stringFixed(renderer, transientArena, arial25, title, titleP,
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V2(0, 0), 0, V4(1, 0, 0, 1), 0);
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ui_beginState(uiState);
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Rect buttonRect = {0};
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buttonRect.min = V2(margin, margin);
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buttonRect.max = V2(margin + 100, margin + 40);
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buttonRect = math_rectShift(buttonRect, V2(0, titleP.y - 100));
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if (ui_button(uiState, transientArena, assetManager, renderer,
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arial15, *inputBuffer, 1, buttonRect,
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"Start Game"))
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flashingGameStartTimer -= dt;
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if (flashingGameStartTimer < 0)
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{
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toggleShowGameStart = (toggleShowGameStart) ? FALSE : TRUE;
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flashingGameStartTimer = flashingGameStartTimerThreshold;
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}
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if (toggleShowGameStart)
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{
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const char *const gameStart = "Press enter to start";
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v2 gameStartDim = asset_fontStringDimInPixels(arial25, gameStart);
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v2 halfGameStartDim = v2_scale(gameStartDim, 0.5f);
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v2 gameStartP = v2_add(screenCenter, V2(0, -40));
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gameStartP = v2_sub(gameStartP, halfGameStartDim);
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renderer_stringFixed(renderer, transientArena, arial25, gameStart,
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gameStartP, V2(0, 0), 0, V4(1, 1, 0, 1), 0);
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}
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if (platform_queryKey(&inputBuffer->keys[keycode_enter],
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readkeytype_one_shot, KEY_DELAY_NONE))
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{
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state->appState = appstate_game;
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addPlayer(&state->world);
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}
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ui_endState(uiState, inputBuffer);
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@ -976,10 +1038,10 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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{
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case appstate_start_menu:
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{
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// NOTE(doyle): Let menu overlay the game menu. We add player on "enter"
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// So fall through to appstate_game is valid here!
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startMenuUpdate(state, memory, dt);
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}
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break;
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case appstate_game:
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{
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gameUpdate(state, memory, dt);
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@ -49,10 +49,10 @@ Texture *asset_loadTextureImage(AssetManager *assetManager, MemoryArena_ *arena,
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* Animation Asset Managing
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*********************************
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*/
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void asset_animAdd(AssetManager *const assetManager,
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MemoryArena_ *const arena, const char *const animName,
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TexAtlas *const atlas, char **const subTextureNames,
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const i32 numSubTextures, const f32 frameDuration);
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void asset_animAdd(AssetManager *const assetManager, MemoryArena_ *const arena,
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const char *const animName, TexAtlas *const atlas,
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char **const subTextureNames, const i32 numSubTextures,
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const f32 frameDuration);
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Animation *asset_animGet(AssetManager *const assetManager,
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const char *const key);
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@ -85,8 +85,7 @@ Font *asset_fontGetOrCreateOnDemand(AssetManager *assetManager,
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MemoryArena_ *persistentArena,
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MemoryArena_ *transientArena, char *name,
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i32 size);
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Font *asset_fontGet(AssetManager *assetManager, char *name,
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i32 size);
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Font *asset_fontGet(AssetManager *assetManager, char *name, i32 size);
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const i32 asset_fontLoadTTF(AssetManager *assetManager,
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MemoryArena_ *persistentArena,
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MemoryArena_ *transientArena, char *filePath,
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@ -20,11 +20,6 @@ enum AppState
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typedef struct World
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{
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b32 init;
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// NOTE(doyle): Grace period when game starts before asteroids start
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// spawning
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f32 onInitAsteroidSpawnTimer;
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MemoryArena_ entityArena;
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v2 *entityVertexListCache[entitytype_count];
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@ -41,6 +36,9 @@ typedef struct World
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v2 *bulletVertexCache;
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v2 *particleVertexCache;
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v2 *starPList;
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i32 numStarP;
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// TODO(doyle): Audio mixing instead of multiple renderers
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AudioRenderer *audioRenderer;
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i32 numAudioRenderers;
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@ -68,7 +66,6 @@ typedef struct GameState {
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UiState uiState;
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World world;
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} GameState;
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void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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