Re-enable collision and implement game lose screen
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parent
386e94db91
commit
b3760aa3fc
126
src/Asteroid.c
126
src/Asteroid.c
@ -722,22 +722,67 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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multiplierToStringP, V2(0, 0), 0, V4(1.0f, 1.0f, 1.0f, 1.0f), 3, 0);
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/* Process multiplier bar updates */
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f32 barTimerPenalty = 1.0f;
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if (world->timeSinceLastShot < 1.5f)
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if (!common_isSet(world->flags, gameworldstateflags_player_lost))
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{
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barTimerPenalty = 0.1f;
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f32 barTimerPenalty = 1.0f;
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if (world->timeSinceLastShot < 1.5f)
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{
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barTimerPenalty = 0.1f;
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}
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world->scoreMultiplierBarTimer += (barTimerPenalty * dt);
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world->timeSinceLastShot += dt;
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if (world->scoreMultiplierBarTimer >
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world->scoreMultiplierBarThresholdInS)
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{
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world->scoreMultiplierBarTimer = 0;
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world->scoreMultiplier++;
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if (world->scoreMultiplier > 9999)
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world->scoreMultiplier = 9999;
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}
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}
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}
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world->scoreMultiplierBarTimer += (barTimerPenalty * dt);
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world->timeSinceLastShot += dt;
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if (common_isSet(world->flags, gameworldstateflags_player_lost))
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{
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Font *arial40 = asset_fontGet(&state->assetManager, "Arial", 40);
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if (world->scoreMultiplierBarTimer >
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world->scoreMultiplierBarThresholdInS)
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char *gameOver = "Game Over";
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v2 gameOverP = v2_scale(state->renderer.size, 0.5f);
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renderer_stringFixedCentered(
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&state->renderer, &state->transientArena, arial40, "Game Over",
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gameOverP, V2(0, 0), 0, V4(1, 1, 1, 1), 0, 0);
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v2 gameOverSize = asset_fontStringDimInPixels(arial40, gameOver);
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v2 replayP = V2(gameOverP.x, gameOverP.y - (gameOverSize.h * 1.2f));
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renderer_stringFixedCentered(
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&state->renderer, &state->transientArena, arial40,
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"Press enter to play again or backspace to return to menu", replayP,
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V2(0, 0), 0, V4(1, 1, 1, 1), 0, 0);
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if (platform_queryKey(&state->input.keys[keycode_enter],
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readkeytype_one_shot, 0.0f))
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{
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world->scoreMultiplierBarTimer = 0;
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world->scoreMultiplier++;
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// TODO(doyle): Extract score init default values to some game
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// definitions file
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world->score = 0;
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world->scoreMultiplier = 5;
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world->scoreMultiplierBarTimer = 0.0f;
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world->scoreMultiplierBarThresholdInS = 2.0f;
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if (world->scoreMultiplier > 9999) world->scoreMultiplier = 9999;
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addPlayer(world);
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world->flags ^= gameworldstateflags_player_lost;
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}
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else if (platform_queryKey(&state->input.keys[keycode_backspace],
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readkeytype_one_shot, 0.0f))
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{
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common_memset((u8 *)world, 0, sizeof(*world));
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state->currState = appstate_StartMenuState;
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return;
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}
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}
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@ -780,11 +825,13 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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renderflag_no_texture | renderflag_wireframe);
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}
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#ifdef DENGINE_DEBUG
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if (platform_queryKey(&state->input.keys[keycode_left_square_bracket],
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readkeytype_repeat, 0.2f))
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{
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addAsteroid(world, (rand() % asteroidsize_count));
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}
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#endif
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ASSERT(world->entityList[0].id == NULL_ENTITY_ID);
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for (i32 i = 1; i < world->entityIndex; i++)
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@ -807,6 +854,17 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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DEGREES_TO_RADIANS((entity->rotation + 90.0f));
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v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
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ddP = direction;
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AudioVorbis *thrust =
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asset_vorbisGet(&state->assetManager, "thrust");
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AudioRenderer *audioRenderer =
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getFreeAudioRenderer(world, thrust, 3);
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if (audioRenderer)
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{
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audio_vorbisPlay(&state->transientArena,
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&state->audioManager, audioRenderer,
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thrust, 1);
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}
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}
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if (platform_queryKey(&state->input.keys[keycode_space],
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@ -1003,6 +1061,14 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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colliderB = collideEntity;
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}
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// Assumptions made that the collision detect system relies on
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ASSERT(entitytype_ship < entitytype_asteroid_small);
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ASSERT(entitytype_asteroid_small < entitytype_asteroid_medium);
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ASSERT(entitytype_asteroid_medium < entitytype_asteroid_large);
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ASSERT(entitytype_asteroid_large < entitytype_bullet);
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ASSERT(entitytype_asteroid_small + 1 == entitytype_asteroid_medium);
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ASSERT(entitytype_asteroid_medium + 1 == entitytype_asteroid_large);
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if (colliderA->type >= entitytype_asteroid_small &&
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colliderA->type <= entitytype_asteroid_large)
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{
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@ -1092,7 +1158,6 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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ASSERT(colliderB->type == entitytype_bullet);
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deleteEntity(world, collisionIndex);
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deleteEntity(world, i--);
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world->asteroidCounter--;
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@ -1126,6 +1191,36 @@ INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
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continue;
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}
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else if (colliderA->type == entitytype_ship)
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{
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if (colliderB->type >= entitytype_asteroid_small &&
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colliderB->type <= entitytype_asteroid_large)
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{
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world->flags |= gameworldstateflags_player_lost;
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if (collideEntity->type == entitytype_ship)
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{
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deleteEntity(world, collisionIndex);
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}
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else
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{
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deleteEntity(world, i--);
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}
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AudioVorbis *explode =
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asset_vorbisGet(&state->assetManager, "bang_large");
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AudioRenderer *audioRenderer =
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getFreeAudioRenderer(world, explode, 3);
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if (audioRenderer)
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{
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audio_vorbisPlay(&state->transientArena,
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&state->audioManager, audioRenderer,
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explode, 1);
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}
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continue;
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}
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}
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}
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
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@ -1219,13 +1314,11 @@ INTERNAL void startMenuUpdate(GameState *state, Memory *memory, f32 dt)
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menuState->newResolutionRequest = TRUE;
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v2 newSize =
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resolutionArray->ptr[menuState->resStringDisplayIndex];
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GameWorldState *world = GET_STATE_DATA(
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state, &state->persistentArena, GameWorldState);
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renderer_updateSize(renderer, &state->assetManager, newSize);
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// TODO(doyle): reset world arena instead of zeroing out struct
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GameWorldState *world = GET_STATE_DATA(
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state, &state->persistentArena, GameWorldState);
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common_memset((u8 *)world, 0, sizeof(GameWorldState));
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debug_init(newSize, *arial15);
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}
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@ -1327,10 +1420,9 @@ INTERNAL void startMenuUpdate(GameState *state, Memory *memory, f32 dt)
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GameWorldState *world =
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GET_STATE_DATA(state, &state->persistentArena, GameWorldState);
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addPlayer(world);
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state->currState = appstate_GameWorldState;
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world->flags |= gameworldstateflags_level_started;
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addPlayer(world);
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}
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else if (platform_queryKey(&inputBuffer->keys[keycode_o],
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readkeytype_one_shot, KEY_DELAY_NONE))
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@ -35,6 +35,10 @@ INTERNAL void shaderUse(u32 shaderId) { glUseProgram(shaderId); }
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void renderer_updateSize(Renderer *renderer, AssetManager *assetManager, v2 windowSize)
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{
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renderer->size = windowSize;
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// renderer->displayScale =
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// V2(windowSize.x * 1.0f / renderer->referenceScale.x,
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// windowSize.y * 1.0f / renderer->referenceScale.y);
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// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
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renderer->vertexNdcFactor =
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V2(1.0f / renderer->size.w, 1.0f / renderer->size.h);
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@ -48,7 +52,7 @@ void renderer_updateSize(Renderer *renderer, AssetManager *assetManager, v2 wind
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renderer->shaderList[i] = asset_shaderGet(assetManager, i);
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shaderUse(renderer->shaderList[i]);
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shaderUniformSetMat4fv(renderer->shaderList[i], "projection",
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projection);
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projection);
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GL_CHECK_ERROR();
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}
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@ -59,6 +63,7 @@ void renderer_updateSize(Renderer *renderer, AssetManager *assetManager, v2 wind
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void renderer_init(Renderer *renderer, AssetManager *assetManager,
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MemoryArena_ *persistentArena, v2 windowSize)
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{
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renderer->referenceScale = V2(1280, 720);
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renderer_updateSize(renderer, assetManager, windowSize);
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/* Create buffers */
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@ -19,10 +19,12 @@ INTERNAL void keyCallback(GLFWwindow *window, int key, int scancode, int action,
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{
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GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
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#if 1
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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#endif
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switch (key)
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{
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@ -26,11 +26,9 @@ typedef struct AssetManager
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void asset_init(AssetManager *assetManager, MemoryArena_ *arena);
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/*
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*********************************
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* Texture Operations
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*********************************
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*/
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////////////////////////////////////////////////////////////////////////////////
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// Texture Managing
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////////////////////////////////////////////////////////////////////////////////
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const SubTexture asset_atlasGetSubTex(TexAtlas *const atlas,
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const char *const key);
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Texture *asset_texGet(AssetManager *const assetManager, const char *const key);
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@ -49,11 +47,9 @@ u8 *asset_imageLoad(i32 *width, i32 *height, i32 *bpp, const char *const path,
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void asset_imageFree(u8 *image);
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/*
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*********************************
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* Animation Asset Managing
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*********************************
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*/
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////////////////////////////////////////////////////////////////////////////////
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// Animation Asset Managing
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////////////////////////////////////////////////////////////////////////////////
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void asset_animAdd(AssetManager *const assetManager, MemoryArena_ *const arena,
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const char *const animName, TexAtlas *const atlas,
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char **const subTextureNames, const i32 numSubTextures,
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@ -61,21 +57,17 @@ void asset_animAdd(AssetManager *const assetManager, MemoryArena_ *const arena,
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Animation *asset_animGet(AssetManager *const assetManager,
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const char *const key);
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/*
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*********************************
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* Audio
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*********************************
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*/
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////////////////////////////////////////////////////////////////////////////////
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// Audio
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////////////////////////////////////////////////////////////////////////////////
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AudioVorbis *const asset_vorbisGet(AssetManager *const assetManager,
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const char *const key);
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const i32 asset_vorbisLoad(AssetManager *assetManager, MemoryArena_ *arena,
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const char *const path, const char *const key);
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/*
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*********************************
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* Everything else
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*********************************
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*/
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////////////////////////////////////////////////////////////////////////////////
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// Everything else
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////////////////////////////////////////////////////////////////////////////////
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const i32 asset_xmlLoad(AssetManager *const assetManager,
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MemoryArena_ *const arena,
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const PlatformFileRead *const fileRead);
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@ -19,8 +19,10 @@ enum AppState
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enum GameWorldStateFlags
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{
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gameworldstateflags_init = (1 << 0),
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gameworldstateflags_init = (1 << 0),
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gameworldstateflags_level_started = (1 << 1),
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gameworldstateflags_player_lost = (1 << 2),
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gameworldstateflags_create_player = (1 << 3),
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};
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typedef struct GameWorldState
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@ -68,6 +68,7 @@ enum VertexBatchState {
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typedef struct Renderer
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{
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// rendererf
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u32 shaderList[shaderlist_count];
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u32 activeShaderId;
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@ -81,6 +82,13 @@ typedef struct Renderer
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v2 vertexNdcFactor;
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v2 size;
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// NOTE(doyle): Reference scale is the size chosen to have the best
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// playability based on the sizes of the entity given to the system. Any
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// other resoluions will be scaled through the renderer so that objects
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// remain the same size in different resolutions.
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f32 displayScale;
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v2 referenceScale;
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RenderGroup groups[128];
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i32 groupsInUse;
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i32 groupCapacity;
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