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:
parent
42a004e6e3
commit
4d7025876f
@ -291,6 +291,7 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
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hero->audioRenderer = PLATFORM_MEM_ALLOC(arena, 1, AudioRenderer);
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hero->audioRenderer->sourceIndex = AUDIO_SOURCE_UNASSIGNED;
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world->heroId = hero->id;
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world->cameraFollowingId = hero->id;
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/* Populate hero animation references */
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entity_addAnim(assetManager, hero, animlist_hero_idle);
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@ -537,229 +538,6 @@ INTERNAL b32 getKeyStatus(KeyState *key, enum ReadKeyType readType,
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return FALSE;
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}
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INTERNAL void parseInput(GameState *state, const f32 dt)
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{
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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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World *const world = &state->world[state->currWorldIndex];
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Entity *hero = &world->entities[entity_getIndex(world, world->heroId)];
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v2 ddPos = V2(0, 0);
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KeyState *keys = state->input.keys;
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for (enum KeyCode i = 0; i < keycode_count; i++)
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{
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KeyState *currKey = &keys[i];
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if (currKey->newHalfTransitionCount > currKey->oldHalfTransitionCount)
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{
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i32 numTransitions = currKey->newHalfTransitionCount -
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currKey->oldHalfTransitionCount;
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if (!IS_EVEN(numTransitions))
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{
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currKey->endedDown = ~currKey->endedDown;
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}
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}
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// Parse ui input
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// TODO(doyle): Multi press within frame overrides UI input parsing
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if ((i >= keycode_A && i <= keycode_Z) ||
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(i >= keycode_a && i <= keycode_z))
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{
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if (getKeyStatus(currKey, readkeytype_repeat, 0.15f, dt))
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{
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state->uiState.keyChar = i;
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}
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}
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}
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if (hero->stats->busyDuration <= 0)
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{
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if (getKeyStatus(&keys[keycode_right], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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ddPos.x = 1.0f;
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hero->direction = direction_east;
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}
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if (getKeyStatus(&keys[keycode_left], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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ddPos.x = -1.0f;
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hero->direction = direction_west;
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}
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if (getKeyStatus(&keys[keycode_up], readkeytype_repeat, KEY_DELAY_NONE,
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dt))
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{
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ddPos.y = 1.0f;
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}
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if (getKeyStatus(&keys[keycode_down], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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ddPos.y = -1.0f;
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}
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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
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// 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 = v2_scale(ddPos, 0.70710678118f);
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}
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if (getKeyStatus(&keys[keycode_enter], readkeytype_oneShot,
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KEY_DELAY_NONE, dt))
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{
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state->uiState.keyEntered = keycode_enter;
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}
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if (getKeyStatus(&keys[keycode_tab], readkeytype_delayedRepeat, 0.25f,
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dt))
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{
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state->uiState.keyEntered = keycode_tab;
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}
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if (getKeyStatus(&keys[keycode_space], readkeytype_delayedRepeat, 0.25f,
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dt))
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{
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state->uiState.keyChar = keycode_space;
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}
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if (getKeyStatus(&keys[keycode_i], readkeytype_delayedRepeat, 0.25f,
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dt))
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{
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state->uiState.keyChar = keycode_i;
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}
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if (getKeyStatus(&keys[keycode_backspace], readkeytype_delayedRepeat,
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0.1f, dt))
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{
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state->uiState.keyEntered = keycode_backspace;
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}
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if (getKeyStatus(&keys[keycode_left_square_bracket],
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readkeytype_delayedRepeat, 0.25f, dt))
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{
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Renderer *renderer = &state->renderer;
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f32 yPos = CAST(f32)(rand() % CAST(i32)renderer->size.h);
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f32 xModifier = 5.0f - CAST(f32)(rand() % 3);
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v2 pos = V2(renderer->size.w - (renderer->size.w / xModifier), yPos);
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entity_addGenericMob(&state->arena, &state->assetManager, world,
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pos);
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}
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}
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// NOTE(doyle): Clipping threshold for snapping velocity to 0
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f32 epsilon = 0.5f;
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v2 epsilonDpos = v2_sub(V2(epsilon, epsilon),
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V2(ABS(hero->dPos.x), ABS(hero->dPos.y)));
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if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f)
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{
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hero->dPos = V2(0.0f, 0.0f);
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if (hero->currAnimId == animlist_hero_walk)
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{
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entity_setActiveAnim(hero, animlist_hero_idle);
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}
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}
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else if (hero->currAnimId == animlist_hero_idle)
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{
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entity_setActiveAnim(hero, animlist_hero_walk);
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}
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f32 heroSpeed = 6.2f * METERS_TO_PIXEL;
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if (getKeyStatus(&state->input.keys[keycode_leftShift], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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// TODO: Context sensitive command separation
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state->uiState.keyMod = keycode_leftShift;
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heroSpeed = CAST(f32)(22.0f * 10.0f * METERS_TO_PIXEL);
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}
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else
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{
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state->uiState.keyMod = keycode_null;
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}
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ddPos = v2_scale(ddPos, heroSpeed);
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// TODO(doyle): Counteracting force on player's acceleration is arbitrary
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ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
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/*
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NOTE(doyle): Calculate new position from acceleration with old velocity
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new Position = (a/2) * (t^2) + (v*t) + p,
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acceleration = (a/2) * (t^2)
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old velocity = (v*t)
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*/
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v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), SQUARED(dt));
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v2 dPos = v2_scale(hero->dPos, dt);
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v2 newHeroP = v2_add(v2_add(ddPosNew, dPos), hero->pos);
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// TODO(doyle): Only check collision for entities within small bounding box
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// of the hero
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b32 heroCollided = FALSE;
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if (hero->collides == TRUE)
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{
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for (i32 i = 0; i < world->maxEntities; i++)
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{
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Entity entity = world->entities[i];
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if (entity.state == entitystate_dead) continue;
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if (entity.id == world->heroId) continue;
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if (entity.collides)
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{
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v4 heroRect =
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V4(newHeroP.x, newHeroP.y, (newHeroP.x + hero->hitboxSize.x),
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(newHeroP.y + hero->hitboxSize.y));
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v4 entityRect = getEntityScreenRect(entity);
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if (((heroRect.z >= entityRect.x && heroRect.z <= entityRect.z) ||
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(heroRect.x >= entityRect.x && heroRect.x <= entityRect.z)) &&
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((heroRect.w <= entityRect.y && heroRect.w >= entityRect.w) ||
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(heroRect.y <= entityRect.y && heroRect.y >= entityRect.w)))
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{
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heroCollided = TRUE;
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break;
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}
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}
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}
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}
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if (heroCollided)
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{
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hero->dPos = V2(0.0f, 0.0f);
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}
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else
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{
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// f'(t) = curr velocity = a*t + v, where v is old velocity
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hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt));
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hero->pos = newHeroP;
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// NOTE(doyle): Set the camera such that the hero is centered
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v2 offsetFromHeroToCameraOrigin =
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V2((hero->pos.x - (0.5f * state->renderer.size.w)), (0.0f));
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// NOTE(doyle): Account for the hero's origin being the bottom left
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offsetFromHeroToCameraOrigin.x += (hero->hitboxSize.x * 0.5f);
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world->cameraPos = offsetFromHeroToCameraOrigin;
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}
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}
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INTERNAL Rect createWorldBoundedCamera(World *world, v2 size)
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{
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Rect camera = {world->cameraPos, size};
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@ -1097,7 +875,7 @@ INTERNAL void endAttack(MemoryArena *arena, EventQueue *eventQueue,
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}
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}
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INTERNAL void sortWorldEntityList(World *world, i32 numDeadEntities)
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INTERNAL void sortWorldEntityList(World *world)
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{
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b32 listHasChanged = TRUE;
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i32 numUnsortedEntities = world->freeEntityIndex;
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@ -1120,8 +898,6 @@ INTERNAL void sortWorldEntityList(World *world, i32 numDeadEntities)
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}
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numUnsortedEntities--;
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}
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world->freeEntityIndex -= numDeadEntities;
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}
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typedef struct DamageDisplay
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@ -1138,12 +914,10 @@ typedef struct BattleState
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GLOBAL_VAR BattleState battleState = {0};
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void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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{
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// TODO(doyle): use proper dt limiting techniques
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if (dt >= 1.0f) dt = 1.0f;
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/* Update */
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parseInput(state, dt);
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GL_CHECK_ERROR();
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AssetManager *assetManager = &state->assetManager;
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@ -1152,6 +926,89 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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Font *font = &assetManager->font;
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MemoryArena *arena = &state->arena;
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/*
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**********************
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* Parse Input Keys
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**********************
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*/
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{
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/*
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**********************
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* Parse Alphabet Keys
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**********************
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*/
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KeyState *keys = state->input.keys;
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for (enum KeyCode code = 0; code < keycode_count; code++)
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{
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b32 parseKey = FALSE;
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KeyState *key = &keys[code];
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if (key->newHalfTransitionCount > key->oldHalfTransitionCount)
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{
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i32 numTransitions =
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key->newHalfTransitionCount - key->oldHalfTransitionCount;
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if (!IS_EVEN(numTransitions))
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key->endedDown = (key->endedDown) ? FALSE : TRUE;
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}
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if (code >= keycode_a && code <= keycode_z) parseKey = TRUE;
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if (code >= keycode_A && code <= keycode_Z) parseKey = TRUE;
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if (code >= keycode_0 && code <= keycode_9) parseKey = TRUE;
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if (!parseKey) continue;
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if (getKeyStatus(key, readkeytype_repeat, 0.15f, dt))
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{
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// TODO(doyle): Multi press within frame overrides ui parsing
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state->uiState.keyChar = code;
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}
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}
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/*
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**************************
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* Parse Game Control Keys
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**************************
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*/
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if (getKeyStatus(&keys[keycode_enter], readkeytype_oneShot,
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KEY_DELAY_NONE, dt))
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{
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state->uiState.keyEntered = keycode_enter;
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}
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if (getKeyStatus(&keys[keycode_tab], readkeytype_delayedRepeat, 0.25f,
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dt))
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{
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state->uiState.keyEntered = keycode_tab;
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}
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if (getKeyStatus(&keys[keycode_space], readkeytype_delayedRepeat, 0.25f,
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dt))
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{
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state->uiState.keyChar = keycode_space;
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}
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if (getKeyStatus(&keys[keycode_backspace], readkeytype_delayedRepeat,
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0.1f, dt))
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{
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state->uiState.keyEntered = keycode_backspace;
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}
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if (getKeyStatus(&keys[keycode_left_square_bracket],
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readkeytype_delayedRepeat, 0.25f, dt))
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{
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Renderer *renderer = &state->renderer;
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f32 yPos = CAST(f32)(rand() % CAST(i32) renderer->size.h);
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f32 xModifier = 5.0f - CAST(f32)(rand() % 3);
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v2 pos =
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V2(renderer->size.w - (renderer->size.w / xModifier), yPos);
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entity_addGenericMob(&state->arena, &state->assetManager, world,
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pos);
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}
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}
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/*
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******************************
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* Update entities and render
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@ -1160,10 +1017,24 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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EventQueue eventQueue = {0};
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Rect camera = createWorldBoundedCamera(world, renderer->size);
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AudioManager *audioManager = &state->audioManager;
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ASSERT(world->freeEntityIndex < world->maxEntities);
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for (i32 i = 0; i < world->freeEntityIndex; i++)
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{
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Entity *const entity = &world->entities[i];
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/* Reposition camera if entity is targeted id */
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if (world->cameraFollowingId == entity->id)
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{
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// NOTE(doyle): Set the camera such that the hero is centered
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v2 offsetFromEntityToCameraOrigin =
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V2((entity->pos.x - (0.5f * state->renderer.size.w)), (0.0f));
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// NOTE(doyle): Account for the hero's origin being the bottom left
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offsetFromEntityToCameraOrigin.x += (entity->hitboxSize.x * 0.5f);
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world->cameraPos = offsetFromEntityToCameraOrigin;
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}
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if (entity->state == entitystate_dead) continue;
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if (entity->type == entitytype_soundscape)
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@ -1229,7 +1100,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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/*
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*****************************************************
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* Set mob to battle mode if within distance from hero
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* Calculate Mob In Battle Range
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*****************************************************
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*/
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if (entity->type == entitytype_mob)
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@ -1262,9 +1133,178 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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entityStateSwitch(&eventQueue, world, entity, newState);
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}
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/*
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**************************
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* Calculate Hero Movement
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**************************
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*/
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if (entity->type == entitytype_hero)
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{
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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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Entity *hero = entity;
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KeyState *keys = state->input.keys;
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v2 ddPos = V2(0, 0);
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if (hero->stats->busyDuration <= 0)
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{
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if (getKeyStatus(&keys[keycode_right], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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ddPos.x = 1.0f;
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hero->direction = direction_east;
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}
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if (getKeyStatus(&keys[keycode_left], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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ddPos.x = -1.0f;
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hero->direction = direction_west;
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}
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if (getKeyStatus(&keys[keycode_up], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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ddPos.y = 1.0f;
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}
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if (getKeyStatus(&keys[keycode_down], readkeytype_repeat,
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KEY_DELAY_NONE, dt))
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{
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ddPos.y = -1.0f;
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}
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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
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// diagonal
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// 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 = v2_scale(ddPos, 0.70710678118f);
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}
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}
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/*
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**************************
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* Calculate Hero Speed
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**************************
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*/
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// NOTE(doyle): Clipping threshold for snapping velocity to 0
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f32 epsilon = 0.5f;
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v2 epsilonDpos = v2_sub(V2(epsilon, epsilon),
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V2(ABS(hero->dPos.x), ABS(hero->dPos.y)));
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if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f)
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{
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hero->dPos = V2(0.0f, 0.0f);
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if (hero->currAnimId == animlist_hero_walk)
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{
|
||||
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++)
|
||||
{
|
||||
|
@ -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
|
||||
|
@ -47,6 +47,7 @@ typedef struct World
|
||||
|
||||
enum TexList texType;
|
||||
|
||||
i32 cameraFollowingId;
|
||||
v2 cameraPos; // In pixels
|
||||
v4 bounds; // In pixels
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user