Add distance to battle range metric in pixels
This commit is contained in:
parent
12fbc1000e
commit
86b4d1e206
@ -155,7 +155,7 @@ const i32 asset_loadTTFont(AssetManager *assetManager, const char *filePath)
|
||||
GlyphBitmap *glyphBitmaps = PLATFORM_MEM_ALLOC(numGlyphs, GlyphBitmap);
|
||||
v2i largestGlyphDimension = V2i(0, 0);
|
||||
|
||||
const f32 targetFontHeight = 20.0f;
|
||||
const f32 targetFontHeight = 15.0f;
|
||||
f32 scaleY = stbtt_ScaleForPixelHeight(&fontInfo, targetFontHeight);
|
||||
|
||||
i32 ascent, descent, lineGap;
|
||||
|
@ -34,6 +34,13 @@ void debug_pushString(char *formatString, void *data, char *dataType)
|
||||
ARRAY_COUNT(GLOBAL_debugState.debugStrings[0]),
|
||||
formatString, val);
|
||||
}
|
||||
else if (common_strcmp(dataType, "f32") == 0)
|
||||
{
|
||||
f32 val = *(CAST(f32 *) data);
|
||||
snprintf(GLOBAL_debugState.debugStrings[numDebugStrings],
|
||||
ARRAY_COUNT(GLOBAL_debugState.debugStrings[0]),
|
||||
formatString, val);
|
||||
}
|
||||
else
|
||||
{
|
||||
ASSERT(INVALID_CODE_PATH);
|
||||
|
@ -177,8 +177,7 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
|
||||
|
||||
Renderer *renderer = &state->renderer;
|
||||
v2 size = V2(58.0f, 98.0f);
|
||||
v2 pos = V2(((renderer->size.w * 0.5f) - (size.w * 0.5f)),
|
||||
CAST(f32) state->tileSize);
|
||||
v2 pos = V2(size.x, CAST(f32) state->tileSize);
|
||||
enum EntityType type = entitytype_hero;
|
||||
enum Direction dir = direction_east;
|
||||
Texture *tex = asset_getTexture(assetManager, texlist_hero);
|
||||
@ -202,7 +201,7 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
|
||||
addAnim(hero, heroWalkRects, numRects, duration);
|
||||
|
||||
/* Create a NPC */
|
||||
pos = V2((renderer->size.w / 3.0f), CAST(f32) state->tileSize);
|
||||
pos = V2(hero->pos.x * 3, CAST(f32) state->tileSize);
|
||||
size = hero->size;
|
||||
type = entitytype_npc;
|
||||
dir = direction_null;
|
||||
@ -397,13 +396,14 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
|
||||
|
||||
AssetManager *assetManager = &state->assetManager;
|
||||
Renderer *renderer = &state->renderer;
|
||||
|
||||
World *const world = &state->world[state->currWorldIndex];
|
||||
Entity *hero = &world->entities[world->heroIndex];
|
||||
#ifdef DENGINE_DEBUG
|
||||
Font *font = &assetManager->font;
|
||||
#endif
|
||||
|
||||
/* Render entities */
|
||||
ASSERT(world->freeEntityIndex < world->maxEntities);
|
||||
/* Recalculate rendering bounds */
|
||||
v4 cameraBounds = getRect(world->cameraPos, renderer->size);
|
||||
|
||||
// NOTE(doyle): Lock camera if it passes the bounds of the world
|
||||
if (cameraBounds.x <= world->bounds.x)
|
||||
{
|
||||
@ -422,9 +422,12 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
|
||||
|
||||
if (cameraBounds.w <= world->bounds.w) cameraBounds.w = world->bounds.w;
|
||||
|
||||
Font *font = &assetManager->font;
|
||||
/* Render and update loop */
|
||||
ASSERT(world->freeEntityIndex < world->maxEntities);
|
||||
for (i32 i = 0; i < world->freeEntityIndex; i++)
|
||||
{
|
||||
|
||||
/* Render entities */
|
||||
Entity *const entity = &world->entities[i];
|
||||
f32 rotate = 0.0f;
|
||||
switch (entity->type)
|
||||
@ -438,11 +441,41 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
|
||||
|
||||
renderer_entity(&state->renderer, cameraBounds, entity, dt, rotate,
|
||||
V4(1, 1, 1, 1));
|
||||
// TODO(doyle): Clean up lines
|
||||
// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
|
||||
|
||||
/* Game logic */
|
||||
if (entity->type == entitytype_hero) continue;
|
||||
else if (entity->type == entitytype_mob)
|
||||
{
|
||||
// TODO(doyle): Currently calculated in pixels, how about meaningful
|
||||
// game units?
|
||||
f32 distance = v2_magnitude(hero->pos, entity->pos);
|
||||
#ifdef DENGINE_DEBUG
|
||||
DEBUG_PUSH_STRING("Hero to Entity Magnitude: %06.2f", distance,
|
||||
"f32");
|
||||
#endif
|
||||
if (distance <= 500.0f)
|
||||
{
|
||||
#ifdef DENGINE_DEBUG
|
||||
v4 color = V4(1.0f, 0, 0, 1);
|
||||
char *battleStr = "IN-BATTLE RANGE";
|
||||
f32 strLenInPixels =
|
||||
CAST(f32)(font->maxSize.w * common_strlen(battleStr));
|
||||
v2 strPos =
|
||||
V2((renderer->size.w * 0.5f) - (strLenInPixels * 0.5f),
|
||||
renderer->size.h - 300.0f);
|
||||
renderer_staticString(&state->renderer, font, battleStr, strPos,
|
||||
0, color);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef DENGINE_DEBUG
|
||||
/* Render debug markers on entities */
|
||||
v4 color = V4(1, 1, 1, 1);
|
||||
char *debugString = NULL;
|
||||
switch(entity->type)
|
||||
switch (entity->type)
|
||||
{
|
||||
case entitytype_mob:
|
||||
color = V4(1, 0, 0, 1);
|
||||
@ -480,25 +513,29 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
|
||||
entity->pos.x, entity->pos.y);
|
||||
renderer_string(&state->renderer, cameraBounds, font, entityPosStr,
|
||||
strPos, 0, color);
|
||||
|
||||
strPos.y -= GLOBAL_debugState.stringLineGap;
|
||||
char entityIDStr[256];
|
||||
snprintf(entityIDStr, ARRAY_COUNT(entityIDStr), "ID: %4d/%d", i,
|
||||
world->maxEntities);
|
||||
renderer_string(&state->renderer, cameraBounds, font, entityIDStr,
|
||||
strPos, 0, color);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// TODO(doyle): Clean up lines
|
||||
// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
|
||||
|
||||
#ifdef DENGINE_DEBUG
|
||||
Entity *hero = &world->entities[world->heroIndex];
|
||||
DEBUG_PUSH_STRING("Hero Pos: %06.2f, %06.2f", &hero->pos, "v2");
|
||||
DEBUG_PUSH_STRING("Hero dPos: %06.2f, %06.2f", &hero->dPos, "v2");
|
||||
DEBUG_PUSH_STRING("FreeEntityIndex: %d", &world->freeEntityIndex, "i32");
|
||||
/* Render debug info stack */
|
||||
DEBUG_PUSH_STRING("Hero Pos: %06.2f, %06.2f", hero->pos, "v2");
|
||||
DEBUG_PUSH_STRING("Hero dPos: %06.2f, %06.2f", hero->dPos, "v2");
|
||||
DEBUG_PUSH_STRING("FreeEntityIndex: %d", world->freeEntityIndex, "i32");
|
||||
|
||||
DEBUG_PUSH_STRING("glDrawArray Calls: %d",
|
||||
&GLOBAL_debugState.callCount[debugcallcount_drawArrays],
|
||||
GLOBAL_debugState.callCount[debugcallcount_drawArrays],
|
||||
"i32");
|
||||
|
||||
i32 debug_kbAllocated = GLOBAL_debugState.totalMemoryAllocated / 1024;
|
||||
DEBUG_PUSH_STRING("TotalMemoryAllocated: %dkb", &debug_kbAllocated, "i32");
|
||||
DEBUG_PUSH_STRING("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32");
|
||||
debug_stringUpdateAndRender(&state->renderer, font, dt);
|
||||
debug_clearCallCounter();
|
||||
#endif
|
||||
|
@ -5,7 +5,7 @@
|
||||
|
||||
#define INVALID_CODE_PATH TRUE
|
||||
#define DEBUG_PUSH_STRING(formatString, data, type) \
|
||||
debug_pushString(formatString, CAST(void *) data, type)
|
||||
debug_pushString(formatString, CAST(void *)&data, type)
|
||||
|
||||
enum DebugCallCount
|
||||
{
|
||||
|
@ -8,6 +8,7 @@
|
||||
#define SQUARED(x) (x * x)
|
||||
#define ABS(x) ((x) > 0 ? (x) : -(x))
|
||||
#define DEGREES_TO_RADIANS(x) (x * (MATH_PI / 180.0f))
|
||||
#define SQRT(x) (sqrtf(x))
|
||||
|
||||
/* VECTORS */
|
||||
typedef union v2i
|
||||
@ -136,6 +137,15 @@ INTERNAL inline v##num##i v##num##i_add(const v##num##i a, const v##num##i b) \
|
||||
|
||||
DEFINE_VECTOR_INT_MATH(2);
|
||||
|
||||
INTERNAL inline f32 v2_magnitude(const v2 a, const v2 b)
|
||||
{
|
||||
f32 x = b.x - a.x;
|
||||
f32 y = b.y - a.y;
|
||||
f32 inner = (SQUARED(x) + SQUARED(y));
|
||||
f32 result = SQRT(inner);
|
||||
return result;
|
||||
}
|
||||
|
||||
INTERNAL inline v3 v3_cross(const v3 a, const v3 b)
|
||||
{
|
||||
/*
|
||||
|
Loading…
Reference in New Issue
Block a user