Add distance to battle range metric in pixels
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12fbc1000e
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86b4d1e206
@ -155,7 +155,7 @@ const i32 asset_loadTTFont(AssetManager *assetManager, const char *filePath)
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GlyphBitmap *glyphBitmaps = PLATFORM_MEM_ALLOC(numGlyphs, GlyphBitmap);
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v2i largestGlyphDimension = V2i(0, 0);
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const f32 targetFontHeight = 20.0f;
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const f32 targetFontHeight = 15.0f;
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f32 scaleY = stbtt_ScaleForPixelHeight(&fontInfo, targetFontHeight);
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i32 ascent, descent, lineGap;
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@ -34,6 +34,13 @@ void debug_pushString(char *formatString, void *data, char *dataType)
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ARRAY_COUNT(GLOBAL_debugState.debugStrings[0]),
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formatString, val);
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}
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else if (common_strcmp(dataType, "f32") == 0)
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{
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f32 val = *(CAST(f32 *) data);
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snprintf(GLOBAL_debugState.debugStrings[numDebugStrings],
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ARRAY_COUNT(GLOBAL_debugState.debugStrings[0]),
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formatString, val);
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}
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else
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{
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ASSERT(INVALID_CODE_PATH);
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@ -177,8 +177,7 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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Renderer *renderer = &state->renderer;
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v2 size = V2(58.0f, 98.0f);
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v2 pos = V2(((renderer->size.w * 0.5f) - (size.w * 0.5f)),
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CAST(f32) state->tileSize);
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v2 pos = V2(size.x, CAST(f32) state->tileSize);
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enum EntityType type = entitytype_hero;
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enum Direction dir = direction_east;
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Texture *tex = asset_getTexture(assetManager, texlist_hero);
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@ -202,7 +201,7 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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addAnim(hero, heroWalkRects, numRects, duration);
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/* Create a NPC */
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pos = V2((renderer->size.w / 3.0f), CAST(f32) state->tileSize);
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pos = V2(hero->pos.x * 3, CAST(f32) state->tileSize);
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size = hero->size;
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type = entitytype_npc;
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dir = direction_null;
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@ -397,13 +396,14 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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AssetManager *assetManager = &state->assetManager;
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Renderer *renderer = &state->renderer;
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World *const world = &state->world[state->currWorldIndex];
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Entity *hero = &world->entities[world->heroIndex];
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#ifdef DENGINE_DEBUG
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Font *font = &assetManager->font;
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#endif
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/* Render entities */
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ASSERT(world->freeEntityIndex < world->maxEntities);
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/* Recalculate rendering bounds */
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v4 cameraBounds = getRect(world->cameraPos, renderer->size);
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// NOTE(doyle): Lock camera if it passes the bounds of the world
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if (cameraBounds.x <= world->bounds.x)
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{
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@ -422,9 +422,12 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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if (cameraBounds.w <= world->bounds.w) cameraBounds.w = world->bounds.w;
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Font *font = &assetManager->font;
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/* Render and update loop */
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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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/* Render entities */
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Entity *const entity = &world->entities[i];
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f32 rotate = 0.0f;
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switch (entity->type)
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@ -438,8 +441,38 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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renderer_entity(&state->renderer, cameraBounds, entity, dt, rotate,
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V4(1, 1, 1, 1));
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// TODO(doyle): Clean up lines
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// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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/* Game logic */
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if (entity->type == entitytype_hero) continue;
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else if (entity->type == entitytype_mob)
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{
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// TODO(doyle): Currently calculated in pixels, how about meaningful
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// game units?
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f32 distance = v2_magnitude(hero->pos, entity->pos);
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#ifdef DENGINE_DEBUG
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DEBUG_PUSH_STRING("Hero to Entity Magnitude: %06.2f", distance,
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"f32");
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#endif
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if (distance <= 500.0f)
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{
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#ifdef DENGINE_DEBUG
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v4 color = V4(1.0f, 0, 0, 1);
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char *battleStr = "IN-BATTLE RANGE";
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f32 strLenInPixels =
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CAST(f32)(font->maxSize.w * common_strlen(battleStr));
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v2 strPos =
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V2((renderer->size.w * 0.5f) - (strLenInPixels * 0.5f),
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renderer->size.h - 300.0f);
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renderer_staticString(&state->renderer, font, battleStr, strPos,
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0, color);
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#endif
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}
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}
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#ifdef DENGINE_DEBUG
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/* Render debug markers on entities */
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v4 color = V4(1, 1, 1, 1);
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char *debugString = NULL;
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switch (entity->type)
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@ -480,25 +513,29 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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entity->pos.x, entity->pos.y);
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renderer_string(&state->renderer, cameraBounds, font, entityPosStr,
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strPos, 0, color);
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strPos.y -= GLOBAL_debugState.stringLineGap;
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char entityIDStr[256];
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snprintf(entityIDStr, ARRAY_COUNT(entityIDStr), "ID: %4d/%d", i,
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world->maxEntities);
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renderer_string(&state->renderer, cameraBounds, font, entityIDStr,
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strPos, 0, color);
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}
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#endif
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}
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// TODO(doyle): Clean up lines
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// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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#ifdef DENGINE_DEBUG
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Entity *hero = &world->entities[world->heroIndex];
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DEBUG_PUSH_STRING("Hero Pos: %06.2f, %06.2f", &hero->pos, "v2");
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DEBUG_PUSH_STRING("Hero dPos: %06.2f, %06.2f", &hero->dPos, "v2");
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DEBUG_PUSH_STRING("FreeEntityIndex: %d", &world->freeEntityIndex, "i32");
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/* Render debug info stack */
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DEBUG_PUSH_STRING("Hero Pos: %06.2f, %06.2f", hero->pos, "v2");
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DEBUG_PUSH_STRING("Hero dPos: %06.2f, %06.2f", hero->dPos, "v2");
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DEBUG_PUSH_STRING("FreeEntityIndex: %d", world->freeEntityIndex, "i32");
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DEBUG_PUSH_STRING("glDrawArray Calls: %d",
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&GLOBAL_debugState.callCount[debugcallcount_drawArrays],
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GLOBAL_debugState.callCount[debugcallcount_drawArrays],
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"i32");
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i32 debug_kbAllocated = GLOBAL_debugState.totalMemoryAllocated / 1024;
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DEBUG_PUSH_STRING("TotalMemoryAllocated: %dkb", &debug_kbAllocated, "i32");
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DEBUG_PUSH_STRING("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32");
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debug_stringUpdateAndRender(&state->renderer, font, dt);
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debug_clearCallCounter();
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#endif
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@ -5,7 +5,7 @@
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#define INVALID_CODE_PATH TRUE
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#define DEBUG_PUSH_STRING(formatString, data, type) \
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debug_pushString(formatString, CAST(void *) data, type)
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debug_pushString(formatString, CAST(void *)&data, type)
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enum DebugCallCount
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{
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@ -8,6 +8,7 @@
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#define SQUARED(x) (x * x)
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#define ABS(x) ((x) > 0 ? (x) : -(x))
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#define DEGREES_TO_RADIANS(x) (x * (MATH_PI / 180.0f))
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#define SQRT(x) (sqrtf(x))
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/* VECTORS */
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typedef union v2i
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@ -136,6 +137,15 @@ INTERNAL inline v##num##i v##num##i_add(const v##num##i a, const v##num##i b) \
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DEFINE_VECTOR_INT_MATH(2);
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INTERNAL inline f32 v2_magnitude(const v2 a, const v2 b)
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{
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f32 x = b.x - a.x;
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f32 y = b.y - a.y;
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f32 inner = (SQUARED(x) + SQUARED(y));
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f32 result = SQRT(inner);
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return result;
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}
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INTERNAL inline v3 v3_cross(const v3 a, const v3 b)
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{
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/*
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