Add game entity list rendering, create animations
This commit is contained in:
parent
eda06bcfe9
commit
7a2dc3da41
@ -2,9 +2,15 @@
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#include <Dengine/Math.h>
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#include <Dengine/Math.h>
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#include <WorldTraveller/WorldTraveller.h>
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#include <WorldTraveller/WorldTraveller.h>
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//TODO(doyle): This is temporary! Maybe abstract into our platform layer, or
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//choose to load assets outside of WorldTraveller!
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#include <stdlib.h>
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void updateBufferObject(GLuint vbo, v4 texNDC)
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void updateBufferObject(GLuint vbo, v4 texNDC)
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{
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{
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// TODO(doyle): We assume that vbo and vao are assigned
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// TODO(doyle): We assume that vbo and vao are assigned
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// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
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// vertices v0, v1, v2, then v2, v1, v3 (note the order)
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v4 vertices[] = {
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v4 vertices[] = {
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// x y s t
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// x y s t
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{0.0f, 1.0f, texNDC.x, texNDC.y}, // Top left
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{0.0f, 1.0f, texNDC.x, texNDC.y}, // Top left
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@ -26,19 +32,28 @@ void worldTraveller_gameInit(GameState *state)
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/* Initialise assets */
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/* Initialise assets */
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asset_loadTextureImage(
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asset_loadTextureImage(
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"data/textures/WorldTraveller/TerraSprite1024.png", texlist_hero);
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"data/textures/WorldTraveller/TerraSprite1024.png", texlist_hero);
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glCheckError();
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asset_loadShaderFiles("data/shaders/sprite.vert.glsl",
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asset_loadShaderFiles("data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl", shaderlist_sprite);
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"data/shaders/sprite.frag.glsl", shaderlist_sprite);
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glCheckError();
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glCheckError();
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state->state = state_active;
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state->state = state_active;
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state->heroLastDirection = direction_east;
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/* Init hero */
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/* Init hero */
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Entity *hero = &state->hero;
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SpriteAnim heroAnim = {NULL, 1, 0, 1.0f, 1.0f};
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hero->tex = asset_getTexture(texlist_hero);
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// TODO(doyle): Get rid of
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hero->size = V2(58.0f, 98.0f);
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heroAnim.rect = (v4 *)calloc(1, sizeof(v4));
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hero->pos = V2(0.0f, 0.0f);
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heroAnim.rect[0] = V4(746.0f, 1018.0f, 804.0f, 920.0f);
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Entity heroEnt = {V2(0.0f, 0.0f),
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V2(0.0f, 0.0f),
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V2(58.0f, 98.0f),
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direction_east,
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asset_getTexture(texlist_hero),
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heroAnim};
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state->heroIndex = state->freeEntityIndex;
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state->entityList[state->freeEntityIndex++] = heroEnt;
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Entity *hero = &state->entityList[state->heroIndex];
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Texture *heroSheet = hero->tex;
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Texture *heroSheet = hero->tex;
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v2 sheetSize = V2(CAST(f32)heroSheet->width, CAST(f32)heroSheet->height);
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v2 sheetSize = V2(CAST(f32)heroSheet->width, CAST(f32)heroSheet->height);
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@ -50,15 +65,16 @@ void worldTraveller_gameInit(GameState *state)
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CAST(i32) sheetSize.w, CAST(i32) sheetSize.h);
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CAST(i32) sheetSize.w, CAST(i32) sheetSize.h);
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}
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}
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f32 ndcFactor = sheetSize.w;
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/* Create a NPC */
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v2 heroStartPixel = V2(746.0f, 1018.0f);
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SpriteAnim npcAnim = {NULL, 2, 0, 0.3f, 0.3f};
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v2 heroSizeOnSheet = V2(58.0f, 98.0f);
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// TODO(doyle): Get rid of
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v4 heroRect = V4(heroStartPixel.x,
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npcAnim.rect = (v4 *)calloc(2, sizeof(v4));
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heroStartPixel.y,
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npcAnim.rect[0] = V4(944.0f, 918.0f, 1010.0f, 816.0f);
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heroStartPixel.x + heroSizeOnSheet.w,
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npcAnim.rect[1] = V4(944.0f, 812.0f, 1010.0f, 710.0f);
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heroStartPixel.y - heroSizeOnSheet.h);
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v4 heroTexNDC = v4_scale(heroRect, 1.0f/ndcFactor);
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Entity npcEnt = {V2(300.0f, 300.0f), V2(0.0f, 0.0f), hero->size,
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direction_null, hero->tex, npcAnim};
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state->entityList[state->freeEntityIndex++] = npcEnt;
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/* Init renderer */
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/* Init renderer */
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Renderer *renderer = &state->renderer;
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Renderer *renderer = &state->renderer;
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@ -70,16 +86,6 @@ void worldTraveller_gameInit(GameState *state)
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shader_uniformSetMat4fv(renderer->shader, "projection", projection);
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shader_uniformSetMat4fv(renderer->shader, "projection", projection);
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glCheckError();
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glCheckError();
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// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
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// vertices v0, v1, v2, then v2, v1, v3 (note the order)
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v4 vertices[] = {
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// x y s t
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{0.0f, 1.0f, heroTexNDC.x, heroTexNDC.y}, // Top left
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{0.0f, 0.0f, heroTexNDC.x, heroTexNDC.w}, // Bottom left
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{1.0f, 1.0f, heroTexNDC.z, heroTexNDC.y}, // Top right
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{1.0f, 0.0f, heroTexNDC.z, heroTexNDC.w}, // Bottom right
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};
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/* Create buffers */
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/* Create buffers */
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glGenVertexArrays(1, &renderer->vao);
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glGenVertexArrays(1, &renderer->vao);
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glGenBuffers(1, &renderer->vbo);
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glGenBuffers(1, &renderer->vbo);
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@ -89,14 +95,9 @@ void worldTraveller_gameInit(GameState *state)
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
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glBindVertexArray(renderer->vao);
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glBindVertexArray(renderer->vao);
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/* Configure VBO */
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glCheckError();
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/* Configure VAO */
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/* Configure VAO */
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const GLuint numVertexElements = 4;
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const GLuint numVertexElements = 4;
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const GLuint vertexSize = sizeof(v4);
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const GLuint vertexSize = sizeof(v4);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)0);
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(GLvoid *)0);
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@ -122,6 +123,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position
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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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*/
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Entity *hero = &state->entityList[state->heroIndex];
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v2 ddPos = V2(0, 0);
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v2 ddPos = V2(0, 0);
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if (state->keys[GLFW_KEY_SPACE])
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if (state->keys[GLFW_KEY_SPACE])
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@ -131,12 +133,12 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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if (state->keys[GLFW_KEY_RIGHT])
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if (state->keys[GLFW_KEY_RIGHT])
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{
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{
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ddPos.x = 1.0f;
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ddPos.x = 1.0f;
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state->heroLastDirection = direction_east;
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hero->direction = direction_east;
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}
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}
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if (state->keys[GLFW_KEY_LEFT])
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if (state->keys[GLFW_KEY_LEFT])
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{
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{
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ddPos.x = -1.0f;
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ddPos.x = -1.0f;
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state->heroLastDirection = direction_west;
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hero->direction = direction_west;
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}
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}
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if (state->keys[GLFW_KEY_UP])
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if (state->keys[GLFW_KEY_UP])
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@ -164,7 +166,6 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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ddPos = v2_scale(ddPos, heroSpeed);
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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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// TODO(doyle): Counteracting force on player's acceleration is arbitrary
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Entity *hero = &state->hero;
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ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
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ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
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/*
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/*
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@ -188,60 +189,38 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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parseInput(state, dt);
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parseInput(state, dt);
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glCheckError();
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glCheckError();
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Entity *hero = &state->hero;
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// NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1
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Texture *heroSheet = hero->tex;
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Entity *hero = &state->entityList[state->heroIndex];
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f32 ndcFactor = CAST(f32)heroSheet->width;
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f32 ndcFactor = 1.0f / CAST(f32) hero->tex->width;
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v2 heroStartPixel = V2(746.0f, 1018.0f); // direction == east
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ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
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for (i32 i = 0; i < state->freeEntityIndex; i++)
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v2 heroSizeOnSheet = V2(58.0f, 98.0f);
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v4 heroRect = V4(heroStartPixel.x,
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heroStartPixel.y,
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heroStartPixel.x + heroSizeOnSheet.w,
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heroStartPixel.y - heroSizeOnSheet.h);
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v4 heroTexNDC = v4_scale(heroRect, 1.0f / ndcFactor);
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if (state->heroLastDirection == direction_east)
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{
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{
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// NOTE(doyle): Flip the x coordinates to flip the tex
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Entity *entity = &state->entityList[i];
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v4 copyNDC = heroTexNDC;
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SpriteAnim *anim = &entity->anim;
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heroTexNDC.x = copyNDC.z;
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heroTexNDC.z = copyNDC.x;
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}
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updateBufferObject(state->renderer.vbo, heroTexNDC);
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v4 currFrameRect = anim->rect[anim->currRectIndex];
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renderer_entity(&state->renderer, hero, 0.0f, V3(0, 0, 0));
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anim->currDuration -= dt;
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if (anim->currDuration <= 0.0f)
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Entity npcEnt = {V2(300.0f, 300.0f), V2(0.0f, 0.0f), hero->size, hero->tex};
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v4 npcRects[2] = {
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{944.0f, 918.0f, 1010.0f, 816.0f},
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{944.0f, 812.0f, 1010.0f, 710.0f},
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};
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LOCAL_PERSIST f32 frameDurationInSec = 0.0f;
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LOCAL_PERSIST i32 npcLastRect = 0;
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frameDurationInSec -= dt;
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v4 npcCurrRect = npcRects[npcLastRect];
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if (frameDurationInSec <= 0.0f)
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{
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if (npcLastRect == 0)
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{
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{
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npcCurrRect = npcRects[1];
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anim->currRectIndex++;
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npcLastRect = 1;
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anim->currRectIndex = anim->currRectIndex % anim->numRects;
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currFrameRect = anim->rect[anim->currRectIndex];
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anim->currDuration = anim->duration;
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}
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}
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else
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{
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npcCurrRect = npcRects[0];
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npcLastRect = 0;
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}
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frameDurationInSec = 0.3f;
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}
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v4 npcTexNDC = v4_scale(npcCurrRect, 1.0f / ndcFactor);
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v4 texNDC = v4_scale(currFrameRect, ndcFactor);
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updateBufferObject(state->renderer.vbo, npcTexNDC);
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if (entity->direction == direction_east)
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renderer_entity(&state->renderer, &npcEnt, 0.0f, V3(0, 0, 0));
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{
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// NOTE(doyle): Flip the x coordinates to flip the tex
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v4 tmpNDC = texNDC;
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texNDC.x = tmpNDC.z;
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texNDC.z = tmpNDC.x;
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}
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updateBufferObject(state->renderer.vbo, texNDC);
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renderer_entity(&state->renderer, entity, 0.0f, V3(0, 0, 0));
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}
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// TODO(doyle): Clean up lines
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// TODO(doyle): Clean up lines
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// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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@ -22,5 +22,7 @@ typedef double f64;
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#define ARRAY_COUNT(array) (sizeof(array) / sizeof(array[0]))
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#define ARRAY_COUNT(array) (sizeof(array) / sizeof(array[0]))
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#define CAST(type) (type)
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#define CAST(type) (type)
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#define ASSERT(expr) if(!(expr)) { *(int *)0 = 0; }
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#endif
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#endif
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@ -4,12 +4,34 @@
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#include <Dengine/Texture.h>
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#include <Dengine/Texture.h>
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#include <Dengine/Math.h>
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#include <Dengine/Math.h>
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enum Direction
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{
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direction_north,
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direction_west,
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direction_south,
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direction_east,
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direction_num,
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direction_null,
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};
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typedef struct SpriteAnim
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{
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v4 *rect;
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i32 numRects;
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i32 currRectIndex;
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f32 duration;
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f32 currDuration;
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} SpriteAnim;
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typedef struct Entity
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typedef struct Entity
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{
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{
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v2 pos; // Position
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v2 pos; // Position
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v2 dPos; // Velocity
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v2 dPos; // Velocity
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v2 size;
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v2 size;
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enum Direction direction;
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Texture *tex;
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Texture *tex;
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SpriteAnim anim;
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} Entity;
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} Entity;
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#endif
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#endif
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@ -15,15 +15,6 @@ enum State
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state_win
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state_win
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};
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};
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enum Direction
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{
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direction_north,
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direction_west,
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direction_south,
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direction_east,
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direction_num,
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};
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typedef struct GameState
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typedef struct GameState
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{
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{
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enum State state;
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enum State state;
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@ -31,8 +22,11 @@ typedef struct GameState
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i32 width, height;
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i32 width, height;
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Renderer renderer;
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Renderer renderer;
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Entity hero;
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i32 heroIndex;
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enum Direction heroLastDirection;
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// TODO(doyle): Make size of list dynamic
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Entity entityList[256];
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i32 freeEntityIndex;
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} GameState;
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} GameState;
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void worldTraveller_gameInit(GameState *state);
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void worldTraveller_gameInit(GameState *state);
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