From 4d7025876febfa4125cf01cc377a1a0e9414a165 Mon Sep 17 00:00:00 2001 From: Doyle Thai Date: Mon, 22 Aug 2016 23:13:44 +1000 Subject: [PATCH] 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. --- src/WorldTraveller.c | 570 +++++++++++++++------------ src/include/Dengine/Math.h | 1 + src/include/Dengine/WorldTraveller.h | 1 + 3 files changed, 315 insertions(+), 257 deletions(-) diff --git a/src/WorldTraveller.c b/src/WorldTraveller.c index 7c1d7e2..8570665 100644 --- a/src/WorldTraveller.c +++ b/src/WorldTraveller.c @@ -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++) { diff --git a/src/include/Dengine/Math.h b/src/include/Dengine/Math.h index 633dc58..9c20fb3 100644 --- a/src/include/Dengine/Math.h +++ b/src/include/Dengine/Math.h @@ -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 diff --git a/src/include/Dengine/WorldTraveller.h b/src/include/Dengine/WorldTraveller.h index d5a0ed9..bd56828 100644 --- a/src/include/Dengine/WorldTraveller.h +++ b/src/include/Dengine/WorldTraveller.h @@ -47,6 +47,7 @@ typedef struct World enum TexList texType; + i32 cameraFollowingId; v2 cameraPos; // In pixels v4 bounds; // In pixels