Reorganise, separate motion from input parsing

Parse input was computing irrelevant data. The function has been inlined
and extraneous computations in the function has been moved to the
appropriate locations.
This commit is contained in:
Doyle Thai 2016-08-22 23:13:44 +10:00
parent 42a004e6e3
commit 4d7025876f
3 changed files with 315 additions and 257 deletions

View File

@ -291,6 +291,7 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
hero->audioRenderer = PLATFORM_MEM_ALLOC(arena, 1, AudioRenderer);
hero->audioRenderer->sourceIndex = AUDIO_SOURCE_UNASSIGNED;
world->heroId = hero->id;
world->cameraFollowingId = hero->id;
/* Populate hero animation references */
entity_addAnim(assetManager, hero, animlist_hero_idle);
@ -537,229 +538,6 @@ INTERNAL b32 getKeyStatus(KeyState *key, enum ReadKeyType readType,
return FALSE;
}
INTERNAL void parseInput(GameState *state, const f32 dt)
{
/*
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[entity_getIndex(world, world->heroId)];
v2 ddPos = V2(0, 0);
KeyState *keys = state->input.keys;
for (enum KeyCode i = 0; i < keycode_count; i++)
{
KeyState *currKey = &keys[i];
if (currKey->newHalfTransitionCount > currKey->oldHalfTransitionCount)
{
i32 numTransitions = currKey->newHalfTransitionCount -
currKey->oldHalfTransitionCount;
if (!IS_EVEN(numTransitions))
{
currKey->endedDown = ~currKey->endedDown;
}
}
// Parse ui input
// TODO(doyle): Multi press within frame overrides UI input parsing
if ((i >= keycode_A && i <= keycode_Z) ||
(i >= keycode_a && i <= keycode_z))
{
if (getKeyStatus(currKey, readkeytype_repeat, 0.15f, dt))
{
state->uiState.keyChar = i;
}
}
}
if (hero->stats->busyDuration <= 0)
{
if (getKeyStatus(&keys[keycode_right], readkeytype_repeat,
KEY_DELAY_NONE, dt))
{
ddPos.x = 1.0f;
hero->direction = direction_east;
}
if (getKeyStatus(&keys[keycode_left], readkeytype_repeat,
KEY_DELAY_NONE, dt))
{
ddPos.x = -1.0f;
hero->direction = direction_west;
}
if (getKeyStatus(&keys[keycode_up], readkeytype_repeat, KEY_DELAY_NONE,
dt))
{
ddPos.y = 1.0f;
}
if (getKeyStatus(&keys[keycode_down], readkeytype_repeat,
KEY_DELAY_NONE, dt))
{
ddPos.y = -1.0f;
}
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);
}
if (getKeyStatus(&keys[keycode_enter], readkeytype_oneShot,
KEY_DELAY_NONE, dt))
{
state->uiState.keyEntered = keycode_enter;
}
if (getKeyStatus(&keys[keycode_tab], readkeytype_delayedRepeat, 0.25f,
dt))
{
state->uiState.keyEntered = keycode_tab;
}
if (getKeyStatus(&keys[keycode_space], readkeytype_delayedRepeat, 0.25f,
dt))
{
state->uiState.keyChar = keycode_space;
}
if (getKeyStatus(&keys[keycode_i], readkeytype_delayedRepeat, 0.25f,
dt))
{
state->uiState.keyChar = keycode_i;
}
if (getKeyStatus(&keys[keycode_backspace], readkeytype_delayedRepeat,
0.1f, dt))
{
state->uiState.keyEntered = keycode_backspace;
}
if (getKeyStatus(&keys[keycode_left_square_bracket],
readkeytype_delayedRepeat, 0.25f, dt))
{
Renderer *renderer = &state->renderer;
f32 yPos = CAST(f32)(rand() % CAST(i32)renderer->size.h);
f32 xModifier = 5.0f - CAST(f32)(rand() % 3);
v2 pos = V2(renderer->size.w - (renderer->size.w / xModifier), yPos);
entity_addGenericMob(&state->arena, &state->assetManager, world,
pos);
}
}
// NOTE(doyle): Clipping threshold for snapping velocity to 0
f32 epsilon = 0.5f;
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 == animlist_hero_walk)
{
entity_setActiveAnim(hero, animlist_hero_idle);
}
}
else if (hero->currAnimId == animlist_hero_idle)
{
entity_setActiveAnim(hero, animlist_hero_walk);
}
f32 heroSpeed = 6.2f * METERS_TO_PIXEL;
if (getKeyStatus(&state->input.keys[keycode_leftShift], readkeytype_repeat,
KEY_DELAY_NONE, dt))
{
// TODO: Context sensitive command separation
state->uiState.keyMod = keycode_leftShift;
heroSpeed = CAST(f32)(22.0f * 10.0f * METERS_TO_PIXEL);
}
else
{
state->uiState.keyMod = keycode_null;
}
ddPos = v2_scale(ddPos, heroSpeed);
// TODO(doyle): Counteracting force on player's acceleration is arbitrary
ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
/*
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);
// TODO(doyle): Only check collision for entities within small bounding box
// of the hero
b32 heroCollided = FALSE;
if (hero->collides == TRUE)
{
for (i32 i = 0; i < world->maxEntities; i++)
{
Entity entity = world->entities[i];
if (entity.state == entitystate_dead) continue;
if (entity.id == world->heroId) continue;
if (entity.collides)
{
v4 heroRect =
V4(newHeroP.x, newHeroP.y, (newHeroP.x + hero->hitboxSize.x),
(newHeroP.y + hero->hitboxSize.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;
// NOTE(doyle): Set the camera such that the hero is centered
v2 offsetFromHeroToCameraOrigin =
V2((hero->pos.x - (0.5f * state->renderer.size.w)), (0.0f));
// NOTE(doyle): Account for the hero's origin being the bottom left
offsetFromHeroToCameraOrigin.x += (hero->hitboxSize.x * 0.5f);
world->cameraPos = offsetFromHeroToCameraOrigin;
}
}
INTERNAL Rect createWorldBoundedCamera(World *world, v2 size)
{
Rect camera = {world->cameraPos, size};
@ -1097,7 +875,7 @@ INTERNAL void endAttack(MemoryArena *arena, EventQueue *eventQueue,
}
}
INTERNAL void sortWorldEntityList(World *world, i32 numDeadEntities)
INTERNAL void sortWorldEntityList(World *world)
{
b32 listHasChanged = TRUE;
i32 numUnsortedEntities = world->freeEntityIndex;
@ -1120,8 +898,6 @@ INTERNAL void sortWorldEntityList(World *world, i32 numDeadEntities)
}
numUnsortedEntities--;
}
world->freeEntityIndex -= numDeadEntities;
}
typedef struct DamageDisplay
@ -1138,12 +914,10 @@ typedef struct BattleState
GLOBAL_VAR BattleState battleState = {0};
void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
{
// TODO(doyle): use proper dt limiting techniques
if (dt >= 1.0f) dt = 1.0f;
/* Update */
parseInput(state, dt);
GL_CHECK_ERROR();
AssetManager *assetManager = &state->assetManager;
@ -1152,6 +926,89 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
Font *font = &assetManager->font;
MemoryArena *arena = &state->arena;
/*
**********************
* Parse Input Keys
**********************
*/
{
/*
**********************
* Parse Alphabet Keys
**********************
*/
KeyState *keys = state->input.keys;
for (enum KeyCode code = 0; code < keycode_count; code++)
{
b32 parseKey = FALSE;
KeyState *key = &keys[code];
if (key->newHalfTransitionCount > key->oldHalfTransitionCount)
{
i32 numTransitions =
key->newHalfTransitionCount - key->oldHalfTransitionCount;
if (!IS_EVEN(numTransitions))
key->endedDown = (key->endedDown) ? FALSE : TRUE;
}
if (code >= keycode_a && code <= keycode_z) parseKey = TRUE;
if (code >= keycode_A && code <= keycode_Z) parseKey = TRUE;
if (code >= keycode_0 && code <= keycode_9) parseKey = TRUE;
if (!parseKey) continue;
if (getKeyStatus(key, readkeytype_repeat, 0.15f, dt))
{
// TODO(doyle): Multi press within frame overrides ui parsing
state->uiState.keyChar = code;
}
}
/*
**************************
* Parse Game Control Keys
**************************
*/
if (getKeyStatus(&keys[keycode_enter], readkeytype_oneShot,
KEY_DELAY_NONE, dt))
{
state->uiState.keyEntered = keycode_enter;
}
if (getKeyStatus(&keys[keycode_tab], readkeytype_delayedRepeat, 0.25f,
dt))
{
state->uiState.keyEntered = keycode_tab;
}
if (getKeyStatus(&keys[keycode_space], readkeytype_delayedRepeat, 0.25f,
dt))
{
state->uiState.keyChar = keycode_space;
}
if (getKeyStatus(&keys[keycode_backspace], readkeytype_delayedRepeat,
0.1f, dt))
{
state->uiState.keyEntered = keycode_backspace;
}
if (getKeyStatus(&keys[keycode_left_square_bracket],
readkeytype_delayedRepeat, 0.25f, dt))
{
Renderer *renderer = &state->renderer;
f32 yPos = CAST(f32)(rand() % CAST(i32) renderer->size.h);
f32 xModifier = 5.0f - CAST(f32)(rand() % 3);
v2 pos =
V2(renderer->size.w - (renderer->size.w / xModifier), yPos);
entity_addGenericMob(&state->arena, &state->assetManager, world,
pos);
}
}
/*
******************************
* Update entities and render
@ -1160,10 +1017,24 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
EventQueue eventQueue = {0};
Rect camera = createWorldBoundedCamera(world, renderer->size);
AudioManager *audioManager = &state->audioManager;
ASSERT(world->freeEntityIndex < world->maxEntities);
for (i32 i = 0; i < world->freeEntityIndex; i++)
{
Entity *const entity = &world->entities[i];
/* Reposition camera if entity is targeted id */
if (world->cameraFollowingId == entity->id)
{
// NOTE(doyle): Set the camera such that the hero is centered
v2 offsetFromEntityToCameraOrigin =
V2((entity->pos.x - (0.5f * state->renderer.size.w)), (0.0f));
// NOTE(doyle): Account for the hero's origin being the bottom left
offsetFromEntityToCameraOrigin.x += (entity->hitboxSize.x * 0.5f);
world->cameraPos = offsetFromEntityToCameraOrigin;
}
if (entity->state == entitystate_dead) continue;
if (entity->type == entitytype_soundscape)
@ -1229,7 +1100,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
/*
*****************************************************
* Set mob to battle mode if within distance from hero
* Calculate Mob In Battle Range
*****************************************************
*/
if (entity->type == entitytype_mob)
@ -1262,9 +1133,178 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
entityStateSwitch(&eventQueue, world, entity, newState);
}
/*
**************************
* Calculate Hero Movement
**************************
*/
if (entity->type == entitytype_hero)
{
/*
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
*/
Entity *hero = entity;
KeyState *keys = state->input.keys;
v2 ddPos = V2(0, 0);
if (hero->stats->busyDuration <= 0)
{
if (getKeyStatus(&keys[keycode_right], readkeytype_repeat,
KEY_DELAY_NONE, dt))
{
ddPos.x = 1.0f;
hero->direction = direction_east;
}
if (getKeyStatus(&keys[keycode_left], readkeytype_repeat,
KEY_DELAY_NONE, dt))
{
ddPos.x = -1.0f;
hero->direction = direction_west;
}
if (getKeyStatus(&keys[keycode_up], readkeytype_repeat,
KEY_DELAY_NONE, dt))
{
ddPos.y = 1.0f;
}
if (getKeyStatus(&keys[keycode_down], readkeytype_repeat,
KEY_DELAY_NONE, dt))
{
ddPos.y = -1.0f;
}
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);
}
}
/*
**************************
* Calculate Hero Speed
**************************
*/
// NOTE(doyle): Clipping threshold for snapping velocity to 0
f32 epsilon = 0.5f;
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 == animlist_hero_walk)
{
entity_setActiveAnim(hero, animlist_hero_idle);
}
}
else if (hero->currAnimId == animlist_hero_idle)
{
entity_setActiveAnim(hero, animlist_hero_walk);
}
f32 heroSpeed = 6.2f * METERS_TO_PIXEL;
if (getKeyStatus(&state->input.keys[keycode_leftShift],
readkeytype_repeat, KEY_DELAY_NONE, dt))
{
// TODO: Context sensitive command separation
state->uiState.keyMod = keycode_leftShift;
heroSpeed = CAST(f32)(22.0f * 10.0f * METERS_TO_PIXEL);
}
else
{
state->uiState.keyMod = keycode_null;
}
ddPos = v2_scale(ddPos, heroSpeed);
// TODO(doyle): Counteracting force on player's acceleration is
// arbitrary
ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
/*
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);
/*
**************************
* Collision Detection
**************************
*/
// TODO(doyle): Only check collision for entities within small
// bounding box of the hero
b32 heroCollided = FALSE;
if (hero->collides == TRUE)
{
for (i32 i = 0; i < world->maxEntities; i++)
{
Entity collider = world->entities[i];
if (collider.state == entitystate_dead) continue;
if (collider.id == world->heroId) continue;
if (collider.collides)
{
Rect heroRect = {newHeroP, hero->hitboxSize};
v2 heroTopLeftP = getPosRelativeToRect(
heroRect, V2(0, 0), rectbaseline_topLeft);
v2 heroTopRightP = getPosRelativeToRect(
heroRect, V2(0, 0), rectbaseline_topRight);
v2 heroBottomLeftP = getPosRelativeToRect(
heroRect, V2(0, 0), rectbaseline_bottomLeft);
v2 heroBottomRightP = getPosRelativeToRect(
heroRect, V2(0, 0), rectbaseline_bottomRight);
Rect colliderRect = {collider.pos, collider.hitboxSize};
if (math_pointInRect(colliderRect, heroTopLeftP) ||
math_pointInRect(colliderRect, heroTopRightP) ||
math_pointInRect(colliderRect, heroBottomLeftP) ||
math_pointInRect(colliderRect, heroBottomRightP))
{
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;
}
}
/*
**************************************************
* Conduct battle for humanoid entities if in range
* Conduct Battle For Mobs In Range
**************************************************
*/
if (entity->type == entitytype_mob || entity->type == entitytype_hero)
@ -1298,17 +1338,17 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
}
}
/*
****************
* Update Entity
****************
*/
if (entity->audioRenderer)
{
audio_updateAndPlay(&state->arena, &state->audioManager,
entity->audioRenderer);
}
/*
**************************************************
* Update animations and render entity
**************************************************
*/
if (entity->tex)
{
entity_updateAnim(entity, dt);
@ -1318,6 +1358,11 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
}
}
/*
*****************************************
* Process Events From Entity Update Loop
*****************************************
*/
i32 numDeadEntities = 0;
for (i32 i = 0; i < eventQueue.numEvents; i++)
{
@ -1383,25 +1428,12 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
}
}
/* Render all damage strings */
for (i32 i = 0; i < ARRAY_COUNT(battleState.damageDisplay); i++)
{
if (battleState.damageDisplay[i].lifetime > 0.0f)
{
battleState.damageDisplay[i].lifetime -= dt;
char *damageString = battleState.damageDisplay[i].damageStr;
v2 damagePos = battleState.damageDisplay[i].pos;
f32 lifetime = battleState.damageDisplay[i].lifetime;
// TODO(doyle): Incorporate UI into entity list or it's own list
// with a rendering lifetime value
renderer_string(renderer, &state->arena, camera, font,
damageString, damagePos, V2(0, 0), 0,
V4(1, 1, 1, lifetime));
}
}
/*
****************************
* Update World From Results
****************************
*/
// TODO(doyle): Dead hero not accounted for here
Entity *hero = getHeroEntity(world);
if (world->numEntitiesInBattle > 0)
@ -1428,6 +1460,33 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
hero->stats->busyDuration = 0;
}
sortWorldEntityList(world);
world->freeEntityIndex -= numDeadEntities;
/*
********************
* UI Rendering Code
********************
*/
/* Render all damage strings */
for (i32 i = 0; i < ARRAY_COUNT(battleState.damageDisplay); i++)
{
if (battleState.damageDisplay[i].lifetime > 0.0f)
{
battleState.damageDisplay[i].lifetime -= dt;
char *damageString = battleState.damageDisplay[i].damageStr;
v2 damagePos = battleState.damageDisplay[i].pos;
f32 lifetime = battleState.damageDisplay[i].lifetime;
// TODO(doyle): Incorporate UI into entity list or it's own list
// with a rendering lifetime value
renderer_string(renderer, &state->arena, camera, font,
damageString, damagePos, V2(0, 0), 0,
V4(1, 1, 1, lifetime));
}
}
// INIT IMGUI
state->uiState.hotItem = 0;
@ -1523,9 +1582,6 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
state->input.keys[i].oldHalfTransitionCount =
state->input.keys[i].newHalfTransitionCount;
}
sortWorldEntityList(world, numDeadEntities);
#ifdef DENGINE_DEBUG
for (i32 i = 0; i < world->freeEntityIndex-1; i++)
{

View File

@ -43,6 +43,7 @@ typedef union v4
struct { f32 x, y, z, w; };
struct { f32 r, g, b, a; };
f32 e[4];
v2 vec2[2];
} v4;
typedef struct Rect

View File

@ -47,6 +47,7 @@ typedef struct World
enum TexList texType;
i32 cameraFollowingId;
v2 cameraPos; // In pixels
v4 bounds; // In pixels