Render battle damage on screen, draft implementation
Crudely done to get an understanding of the kind of storage needed to store UI on screen that may have a limited life time.
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e90b31de55
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24
src/Common.c
24
src/Common.c
@ -21,6 +21,27 @@ i32 common_strcmp(const char *a, const char *b)
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return ((*a < *b) ? -1 : 1);
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}
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char *common_memset(char *const ptr, const i32 value, const i32 numBytes)
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{
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for (i32 i = 0; i < numBytes; i++)
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ptr[i] = value;
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return ptr;
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}
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INTERNAL void reverseString(char *const buf, const i32 bufSize)
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{
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if (!buf || bufSize == 0 || bufSize == 1) return;
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i32 mid = bufSize / 2;
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for (i32 i = 0; i < mid; i++)
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{
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char tmp = buf[i];
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buf[i] = buf[(bufSize-1) - i];
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buf[(bufSize-1) - i] = tmp;
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}
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}
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void common_itoa(i32 value, char *buf, i32 bufSize)
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{
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if (!buf || bufSize == 0) return;
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@ -40,4 +61,7 @@ void common_itoa(i32 value, char *buf, i32 bufSize)
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buf[charIndex++] = rem + '0';
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val /= 10;
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}
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// NOTE(doyle): The actual string length may differ from the bufSize
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reverseString(buf, common_strlen(buf));
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}
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@ -78,34 +78,17 @@ INTERNAL void rendererInit(GameState *state, v2 windowSize)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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GL_CHECK_ERROR();
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("Renderer initialised");
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#endif
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}
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// TODO(doyle): Remove and implement own random generator!
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#include <time.h>
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#include <stdlib.h>
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void worldTraveller_gameInit(GameState *state, v2 windowSize)
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INTERNAL void assetInit(GameState *state)
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{
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AssetManager *assetManager = &state->assetManager;
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MemoryArena *arena = &state->arena;
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/*
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************************
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* INITIALISE GAME AUDIO
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************************
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*/
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i32 result = audio_init(&state->audioManager);
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if (result)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(INVALID_CODE_PATH);
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#endif
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}
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/*
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*******************
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* INITIALISE ASSETS
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*******************
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*/
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/* Create empty 1x1 4bpp black texture */
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u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
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Texture emptyTex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
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@ -144,7 +127,7 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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"data/shaders/sprite.frag.glsl",
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shaderlist_sprite);
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result =
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i32 result =
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asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf");
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if (result) DEBUG_LOG("Font loading failed");
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@ -217,16 +200,12 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("Sound assets initialised");
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#endif
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}
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state->state = state_active;
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state->currWorldIndex = 0;
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state->tileSize = 64;
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/* Init renderer */
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rendererInit(state, windowSize);
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("Renderer initialised");
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#endif
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INTERNAL void entityInit(GameState *state, v2 windowSize)
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{
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AssetManager *assetManager = &state->assetManager;
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MemoryArena *arena = &state->arena;
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/* Init world */
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const i32 targetWorldWidth = 100 * METERS_TO_PIXEL;
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@ -235,7 +214,8 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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v2 worldDimensionInTiles = V2i(targetWorldWidth / state->tileSize,
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targetWorldHeight / state->tileSize);
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#else
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v2 worldDimensionInTiles = V2i(CAST(i32) (windowSize.w / state->tileSize) * 2,
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v2 worldDimensionInTiles =
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V2i(CAST(i32)(windowSize.w / state->tileSize) * 2,
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CAST(i32) windowSize.h / state->tileSize);
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#endif
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@ -338,11 +318,35 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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pos = V2(renderer->size.w - (renderer->size.w / 3.0f),
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CAST(f32) state->tileSize);
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entity_addGenericMob(arena, assetManager, world, pos);
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("World populated");
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#endif
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}
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// TODO(doyle): Remove and implement own random generator!
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#include <time.h>
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#include <stdlib.h>
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void worldTraveller_gameInit(GameState *state, v2 windowSize)
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{
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i32 result = audio_init(&state->audioManager);
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if (result)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(INVALID_CODE_PATH);
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#endif
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}
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state->state = state_active;
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state->currWorldIndex = 0;
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state->tileSize = 64;
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state->uiState.keyEntered = keycode_null;
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state->uiState.keyMod = keycode_null;
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state->uiState.keyChar = keycode_null;
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assetInit(state);
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rendererInit(state, windowSize);
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entityInit(state, windowSize);
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srand(CAST(u32)(time(NULL)));
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}
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@ -985,6 +989,7 @@ INTERNAL void sortWorldEntityList(World *world, i32 numDeadEntities)
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listHasChanged = FALSE;
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for (i32 i = 0; i < numUnsortedEntities-1; i++)
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{
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// TODO(doyle): Better sort algorithm
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Entity *entityA = &world->entities[i];
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Entity *entityB = &world->entities[i+1];
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if (entityA->type == entitytype_null ||
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@ -1002,6 +1007,20 @@ INTERNAL void sortWorldEntityList(World *world, i32 numDeadEntities)
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world->freeEntityIndex -= numDeadEntities;
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}
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typedef struct DamageDisplay
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{
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char damageStr[12];
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v2 pos;
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f32 lifetime;
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} DamageDisplay;
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typedef struct BattleState
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{
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DamageDisplay damageDisplay[128];
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} BattleState;
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BattleState battleState = {0};
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void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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{
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if (dt >= 1.0f) dt = 1.0f;
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@ -1176,28 +1195,35 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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{
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if (!event.data) continue;
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AttackSpec *attackSpec = (CAST(AttackSpec *)event.data);
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AttackSpec *attackSpec = (CAST(AttackSpec *) event.data);
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Entity *attacker = attackSpec->attacker;
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Entity *defender = attackSpec->defender;
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audio_playVorbis(
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arena, audioManager, attacker->audioRenderer,
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asset_getVorbis(assetManager, audiolist_tackle), 1);
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audio_playVorbis(arena, audioManager, attacker->audioRenderer,
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asset_getVorbis(assetManager, audiolist_tackle),
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1);
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char damageStr[12];
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common_itoa(attackSpec->damage, damageStr,
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ARRAY_COUNT(damageStr));
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/* Get first free string position and store the damage str data */
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for (i32 i = 0; i < ARRAY_COUNT(battleState.damageDisplay); i++)
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{
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if (battleState.damageDisplay[i].lifetime <= 0.0f)
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{
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common_memset(
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battleState.damageDisplay[i].damageStr, 0,
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ARRAY_COUNT(battleState.damageDisplay[i].damageStr));
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// TODO(doyle): Incorporate UI into entity list or it's own list
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// with a rendering lifetime value
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renderer_string(renderer, &state->arena,
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camera, font,
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damageStr, defender->pos, V2(0, 0),
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0, V4(1, 1, 1, 1));
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battleState.damageDisplay[i].lifetime = 1.0f;
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battleState.damageDisplay[i].pos = defender->pos;
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common_itoa(
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attackSpec->damage,
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battleState.damageDisplay[i].damageStr,
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ARRAY_COUNT(battleState.damageDisplay[i].damageStr));
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PLATFORM_MEM_FREE(&state->arena, attackSpec,
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sizeof(AttackSpec));
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break;
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}
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}
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PLATFORM_MEM_FREE(&state->arena, attackSpec, sizeof(AttackSpec));
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break;
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}
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// NOTE(doyle): We delete dead entities at the end of the update
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@ -1222,6 +1248,25 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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}
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}
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/* Render all damage strings */
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for (i32 i = 0; i < ARRAY_COUNT(battleState.damageDisplay); i++)
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{
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if (battleState.damageDisplay[i].lifetime > 0.0f)
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{
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battleState.damageDisplay[i].lifetime -= dt;
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char *damageString = battleState.damageDisplay[i].damageStr;
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v2 damagePos = battleState.damageDisplay[i].pos;
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f32 lifetime = battleState.damageDisplay[i].lifetime;
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// TODO(doyle): Incorporate UI into entity list or it's own list
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// with a rendering lifetime value
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renderer_string(renderer, &state->arena, camera, font,
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damageString, damagePos, V2(0, 0), 0,
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V4(1, 1, 1, lifetime));
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}
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}
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// TODO(doyle): Dead hero not accounted for here
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Entity *hero = getHeroEntity(world);
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if (world->numEntitiesInBattle > 0)
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@ -1251,6 +1296,13 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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// INIT IMGUI
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state->uiState.hotItem = 0;
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#if 0
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UiItem damageString = {0};
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damageString.id = 6;
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damageString.rect = {V2(500, 500), V2(font->maxSize.w * 30, font->maxSize.h)};
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damageString.type = uitype_string;
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#endif
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/* Draw ui */
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Rect buttonRectA = {V2(300, 500), V2(100, 50)};
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userInterface_button(&state->uiState, assetManager, renderer, state->input,
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@ -30,6 +30,9 @@ typedef double f64;
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i32 common_strlen(const char *const string);
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i32 common_strcmp(const char *a, const char *b);
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char *common_memset(char *const ptr, const i32 value, const i32 numBytes);
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// Max buffer size should be 11 for 32 bit integers
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void common_itoa(i32 value, char *buf, i32 bufSize);
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#endif
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@ -11,17 +11,35 @@ typedef struct Font Font;
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typedef struct MemoryArena MemoryArena;
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typedef struct Renderer Renderer;
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enum UiType
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{
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uitype_button,
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uitype_scrollbar,
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uitype_textfield,
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uitype_string,
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uitype_count,
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};
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typedef struct UiItem
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{
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i32 id;
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Rect rect;
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enum UiType type;
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} UiItem;
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typedef struct UiState
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{
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UiItem uiList[128];
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i32 numItems;
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i32 hotItem;
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i32 activeItem;
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i32 lastWidget;
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i32 kbdItem;
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enum KeyCode keyEntered;
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enum KeyCode keyMod;
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enum KeyCode keyChar;
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i32 lastWidget;
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} UiState;
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i32 userInterface_button(UiState *const uiState,
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