#include "WorldTraveller/WorldTraveller.h" #include "Dengine/Debug.h" #include "Dengine/Platform.h" enum State { state_active, state_menu, state_win, }; INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type, enum Direction direction, Texture *tex, b32 collides) { #ifdef DENGINE_DEBUG ASSERT(tex && world); ASSERT(world->freeEntityIndex < world->maxEntities); ASSERT(type < entitytype_count); #endif Entity entity = {0}; entity.pos = pos; entity.hitboxSize = size; entity.renderSize = size; entity.type = type; entity.direction = direction; entity.tex = tex; entity.collides = collides; switch(type) { case entitytype_hero: case entitytype_mob: { entity.stats = PLATFORM_MEM_ALLOC(1, EntityStats); entity.stats->maxHealth = 100; entity.stats->health = entity.stats->maxHealth; entity.stats->actionRate = 100; entity.stats->actionTimer = entity.stats->actionRate; entity.stats->actionSpdMul = 100; entity.stats->entityIdToAttack = -1; entity.stats->queuedAttack = entityattack_invalid; entity.state = entitystate_idle; break; } default: break; } world->entities[world->freeEntityIndex++] = entity; Entity *result = &world->entities[world->freeEntityIndex-1]; return result; } INTERNAL void rendererInit(GameState *state, v2 windowSize) { AssetManager *assetManager = &state->assetManager; Renderer *renderer = &state->renderer; renderer->size = windowSize; // NOTE(doyle): Value to map a screen coordinate to NDC coordinate renderer->vertexNdcFactor = V2(1.0f / renderer->size.w, 1.0f / renderer->size.h); renderer->shader = asset_getShader(assetManager, shaderlist_sprite); shader_use(renderer->shader); const mat4 projection = mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f); shader_uniformSetMat4fv(renderer->shader, "projection", projection); glCheckError(); /* Create buffers */ glGenVertexArrays(1, &renderer->vao); glGenBuffers(1, &renderer->vbo); glCheckError(); /* Bind buffers */ glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo); glBindVertexArray(renderer->vao); /* Configure VAO */ const GLuint numVertexElements = 4; const GLuint vertexSize = sizeof(v4); glEnableVertexAttribArray(0); glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize, (GLvoid *)0); glCheckError(); /* Unbind */ glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); glCheckError(); } INTERNAL void addAnim(AssetManager *assetManager, i32 animId, Entity *entity) { Animation *anim = asset_getAnim(assetManager, animId); entity->anim[animId].anim = anim; entity->anim[animId].currFrame = 0; entity->anim[animId].currDuration = anim->frameDuration; } void worldTraveller_gameInit(GameState *state, v2 windowSize) { AssetManager *assetManager = &state->assetManager; /* Initialise assets */ /* Create empty 1x1 4bpp black texture */ u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0); Texture emptyTex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap)); assetManager->textures[texlist_empty] = emptyTex; /* Load textures */ asset_loadTextureImage(assetManager, "data/textures/WorldTraveller/TerraSprite1024.png", texlist_hero); TexAtlas *heroAtlas = asset_getTextureAtlas(assetManager, texlist_hero); heroAtlas->texRect[herorects_idle] = V4(746, 1018, 804, 920); heroAtlas->texRect[herorects_walkA] = V4(641, 1018, 699, 920); heroAtlas->texRect[herorects_walkB] = V4(849, 1018, 904, 920); heroAtlas->texRect[herorects_head] = V4(108, 1024, 159, 975); heroAtlas->texRect[herorects_waveA] = V4(944, 918, 1010, 816); heroAtlas->texRect[herorects_waveB] = V4(944, 812, 1010, 710); heroAtlas->texRect[herorects_battlePose] = V4(8, 910, 71, 814); heroAtlas->texRect[herorects_castA] = V4(428, 910, 493, 814); heroAtlas->texRect[herorects_castB] = V4(525, 919, 590, 816); heroAtlas->texRect[herorects_castC] = V4(640, 916, 698, 816); asset_loadTextureImage(assetManager, "data/textures/WorldTraveller/Terrain.png", texlist_terrain); TexAtlas *terrainAtlas = asset_getTextureAtlas(assetManager, texlist_terrain); f32 atlasTileSize = 128.0f; const i32 texSize = 1024; v2 texOrigin = V2(0, CAST(f32)(texSize - 128)); terrainAtlas->texRect[terrainrects_ground] = V4(texOrigin.x, texOrigin.y, texOrigin.x + atlasTileSize, texOrigin.y - atlasTileSize); /* Load shaders */ asset_loadShaderFiles(assetManager, "data/shaders/sprite.vert.glsl", "data/shaders/sprite.frag.glsl", shaderlist_sprite); asset_loadTTFont(assetManager, "C:/Windows/Fonts/Arialbd.ttf"); glCheckError(); /* Load animations */ f32 duration = 1.0f; i32 numRects = 1; v4 *animRects = PLATFORM_MEM_ALLOC(numRects, v4); i32 terrainAnimAtlasIndexes[1] = {terrainrects_ground}; // TODO(doyle): Optimise animation storage, we waste space having 1:1 with // animlist when some textures don't have certain animations asset_addAnimation(assetManager, texlist_terrain, animlist_terrain, terrainAnimAtlasIndexes, numRects, duration); // Idle animation duration = 1.0f; numRects = 1; i32 idleAnimAtlasIndexes[1] = {herorects_idle}; asset_addAnimation(assetManager, texlist_hero, animlist_hero_idle, idleAnimAtlasIndexes, numRects, duration); // Walk animation duration = 0.10f; numRects = 3; i32 walkAnimAtlasIndexes[3] = {herorects_walkA, herorects_idle, herorects_walkB}; asset_addAnimation(assetManager, texlist_hero, animlist_hero_walk, walkAnimAtlasIndexes, numRects, duration); // Wave animation duration = 0.30f; numRects = 2; i32 waveAnimAtlasIndexes[2] = {herorects_waveA, herorects_waveB}; asset_addAnimation(assetManager, texlist_hero, animlist_hero_wave, waveAnimAtlasIndexes, numRects, duration); // Battle Stance animation duration = 1.0f; numRects = 1; i32 battleStanceAnimAtlasIndexes[1] = {herorects_battlePose}; asset_addAnimation(assetManager, texlist_hero, animlist_hero_battlePose, battleStanceAnimAtlasIndexes, numRects, duration); // Battle tackle animation duration = 0.15f; numRects = 3; i32 tackleAnimAtlasIndexes[3] = {herorects_castA, herorects_castB, herorects_castC}; asset_addAnimation(assetManager, texlist_hero, animlist_hero_tackle, tackleAnimAtlasIndexes, numRects, duration); state->state = state_active; state->currWorldIndex = 0; state->tileSize = 64; /* Init renderer */ rendererInit(state, windowSize); /* Init world */ const i32 targetWorldWidth = 100 * METERS_TO_PIXEL; const i32 targetWorldHeight = 10 * METERS_TO_PIXEL; v2 worldDimensionInTiles = V2i(targetWorldWidth / state->tileSize, targetWorldHeight / state->tileSize); for (i32 i = 0; i < ARRAY_COUNT(state->world); i++) { World *const world = &state->world[i]; world->maxEntities = 16384; world->entities = PLATFORM_MEM_ALLOC(world->maxEntities, Entity); world->entitiesInBattleIds = PLATFORM_MEM_ALLOC(world->maxEntities, i32); world->numEntitiesInBattle = 0; world->texType = texlist_terrain; world->bounds = math_getRect(V2(0, 0), v2_scale(worldDimensionInTiles, CAST(f32) state->tileSize)); TexAtlas *const atlas = asset_getTextureAtlas(assetManager, world->texType); for (i32 y = 0; y < worldDimensionInTiles.y; y++) { for (i32 x = 0; x < worldDimensionInTiles.x; x++) { #ifdef DENGINE_DEBUG ASSERT(worldDimensionInTiles.x * worldDimensionInTiles.y < world->maxEntities); #endif v2 pos = V2(CAST(f32) x * state->tileSize, CAST(f32) y * state->tileSize); v2 size = V2(CAST(f32) state->tileSize, CAST(f32) state->tileSize); enum EntityType type = entitytype_tile; enum Direction dir = direction_null; Texture *tex = asset_getTexture(assetManager, world->texType); b32 collides = FALSE; Entity *tile = addEntity(world, pos, size, type, dir, tex, collides); addAnim(assetManager, animlist_terrain, tile); tile->currAnimId = animlist_terrain; } } } World *const world = &state->world[state->currWorldIndex]; world->cameraPos = V2(0.0f, 0.0f); /* Init hero entity */ world->heroIndex = world->freeEntityIndex; Renderer *renderer = &state->renderer; v2 size = V2(58.0f, 98.0f); 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); b32 collides = TRUE; Entity *hero = addEntity(world, pos, size, type, dir, tex, collides); /* Populate hero animation references */ addAnim(assetManager, animlist_hero_idle, hero); addAnim(assetManager, animlist_hero_walk, hero); addAnim(assetManager, animlist_hero_wave, hero); addAnim(assetManager, animlist_hero_battlePose, hero); addAnim(assetManager, animlist_hero_tackle, hero); hero->currAnimId = animlist_hero_idle; /* Create a NPC */ pos = V2(hero->pos.x * 3, CAST(f32) state->tileSize); size = hero->hitboxSize; type = entitytype_npc; dir = direction_null; tex = hero->tex; collides = FALSE; Entity *npc = addEntity(world, pos, size, type, dir, tex, collides); /* Populate npc animation references */ addAnim(assetManager, animlist_hero_wave, npc); npc->currAnimId = animlist_hero_wave; /* Create a Mob */ pos = V2(renderer->size.w - (renderer->size.w / 3.0f), CAST(f32) state->tileSize); size = hero->hitboxSize; type = entitytype_mob; dir = direction_west; tex = hero->tex; collides = TRUE; Entity *mob = addEntity(world, pos, size, type, dir, tex, collides); /* Populate mob animation references */ addAnim(assetManager, animlist_hero_idle, mob); addAnim(assetManager, animlist_hero_walk, mob); mob->currAnimId = animlist_hero_idle; } INTERNAL inline void setActiveEntityAnim(Entity *entity, enum EntityAnimId animId) { #ifdef DENGINE_DEBUG ASSERT(animId < animlist_count); ASSERT(entity->anim[animId].anim); #endif /* Reset current anim data */ EntityAnim_ *currAnim = &entity->anim[entity->currAnimId]; currAnim->currDuration = currAnim->anim->frameDuration; currAnim->currFrame = 0; /* Set entity active animation */ entity->currAnimId = animId; entity->currAnimCyclesCompleted = 0; } INTERNAL void parseInput(GameState *state, const f32 dt) { /* Equations of Motion f(t) = position m f'(t) = velocity m/s f"(t) = acceleration m/s^2 The user supplies an acceleration, a, and by integrating f"(t) = a, where a is a constant, acceleration f'(t) = a*t + v, where v is a constant, old velocity f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position */ World *const world = &state->world[state->currWorldIndex]; Entity *hero = &world->entities[world->heroIndex]; v2 ddPos = V2(0, 0); // TODO(doyle): As we need to handle more key spam input, we want to track // if a button ended down LOCAL_PERSIST b32 spaceBarWasDown = FALSE; if (state->keys[GLFW_KEY_RIGHT]) { ddPos.x = 1.0f; hero->direction = direction_east; } if (state->keys[GLFW_KEY_LEFT]) { ddPos.x = -1.0f; hero->direction = direction_west; } if (state->keys[GLFW_KEY_UP]) { ddPos.y = 1.0f; } if (state->keys[GLFW_KEY_DOWN]) { ddPos.y = -1.0f; } if (ddPos.x != 0.0f && ddPos.y != 0.0f) { // NOTE(doyle): Cheese it and pre-compute the vector for diagonal using // pythagoras theorem on a unit triangle // 1^2 + 1^2 = c^2 ddPos = v2_scale(ddPos, 0.70710678118f); } // TODO(doyle): Revisit key input with state checking for last ended down #if 0 if (state->keys[GLFW_KEY_SPACE] && !spaceBarWasDown) { if (!(hero->currAnimId == entityanimid_tackle && hero->currAnimCyclesCompleted == 0)) { spaceBarWasDown = TRUE; } } else if (!state->keys[GLFW_KEY_SPACE]) { spaceBarWasDown = FALSE; } #endif // NOTE(doyle): Clipping threshold for snapping velocity to 0 f32 epsilon = 0.5f; v2 epsilonDpos = v2_sub(V2(epsilon, epsilon), V2(ABS(hero->dPos.x), ABS(hero->dPos.y))); if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f) { hero->dPos = V2(0.0f, 0.0f); if (hero->currAnimId == animlist_hero_walk) { setActiveEntityAnim(hero, animlist_hero_idle); } } else if (hero->currAnimId == animlist_hero_idle) { setActiveEntityAnim(hero, animlist_hero_walk); } f32 heroSpeed = 6.2f * METERS_TO_PIXEL; if (state->keys[GLFW_KEY_LEFT_SHIFT]) heroSpeed = CAST(f32)(22.0f * 10.0f * METERS_TO_PIXEL); ddPos = v2_scale(ddPos, heroSpeed); // TODO(doyle): Counteracting force on player's acceleration is arbitrary ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f)); /* NOTE(doyle): Calculate new position from acceleration with old velocity new Position = (a/2) * (t^2) + (v*t) + p, acceleration = (a/2) * (t^2) old velocity = (v*t) */ v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), SQUARED(dt)); v2 dPos = v2_scale(hero->dPos, dt); v2 newHeroP = v2_add(v2_add(ddPosNew, dPos), hero->pos); // TODO(doyle): Only check collision for entities within small bounding box // of the hero b32 heroCollided = FALSE; if (hero->collides == TRUE) { for (i32 i = 0; i < world->maxEntities; i++) { if (i == world->heroIndex) continue; Entity entity = world->entities[i]; if (entity.collides) { v4 heroRect = V4(newHeroP.x, newHeroP.y, (newHeroP.x + hero->hitboxSize.x), (newHeroP.y + hero->hitboxSize.y)); v4 entityRect = getEntityScreenRect(entity); if (((heroRect.z >= entityRect.x && heroRect.z <= entityRect.z) || (heroRect.x >= entityRect.x && heroRect.x <= entityRect.z)) && ((heroRect.w <= entityRect.y && heroRect.w >= entityRect.w) || (heroRect.y <= entityRect.y && heroRect.y >= entityRect.w))) { heroCollided = TRUE; break; } } } } if (heroCollided) { hero->dPos = V2(0.0f, 0.0f); } else { // f'(t) = curr velocity = a*t + v, where v is old velocity hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt)); hero->pos = newHeroP; v2 offsetFromHeroToOrigin = V2((hero->pos.x - (0.5f * state->renderer.size.w)), (0.0f)); // NOTE(doyle): Hero position is offset to the center so -recenter it offsetFromHeroToOrigin.x += (hero->hitboxSize.x * 0.5f); world->cameraPos = offsetFromHeroToOrigin; } } INTERNAL void updateEntityAnim(Entity *entity, f32 dt) { // TODO(doyle): Recheck why we have this twice EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId]; Animation anim = *entityAnim->anim; i32 atlasIndex = anim.atlasIndexes[entityAnim->currFrame]; v4 texRect = anim.atlas->texRect[atlasIndex]; entityAnim->currDuration -= dt; if (entityAnim->currDuration <= 0.0f) { if (++entityAnim->currFrame >= anim.numFrames) entity->currAnimCyclesCompleted++; entityAnim->currFrame = entityAnim->currFrame % anim.numFrames; atlasIndex = entityAnim->anim->atlasIndexes[entityAnim->currFrame]; texRect = anim.atlas->texRect[atlasIndex]; entityAnim->currDuration = anim.frameDuration; } // NOTE(doyle): If humanoid entity, let animation dictate render size which // may exceed the hitbox size of the entity switch (entity->type) { case entitytype_hero: case entitytype_mob: case entitytype_npc: entity->renderSize = math_getRectSize(texRect); default: break; } } INTERNAL void beginAttack(Entity *attacker) { attacker->state = entitystate_attack; switch (attacker->stats->queuedAttack) { case entityattack_tackle: EntityAnim_ attackAnim = attacker->anim[animlist_hero_tackle]; f32 busyDuration = attackAnim.anim->frameDuration * CAST(f32) attackAnim.anim->numFrames; attacker->stats->busyDuration = busyDuration; setActiveEntityAnim(attacker, animlist_hero_tackle); if (attacker->direction == direction_east) attacker->dPos.x += (1.0f * METERS_TO_PIXEL); else attacker->dPos.x -= (1.0f * METERS_TO_PIXEL); break; default: #ifdef DENGINE_DEBUG ASSERT(INVALID_CODE_PATH); #endif } } // TODO(doyle): Calculate the battle damage, transition back into battle pose .. // etc INTERNAL void endAttack(World *world, Entity *attacker) { switch (attacker->stats->queuedAttack) { case entityattack_tackle: if (attacker->direction == direction_east) attacker->dPos.x -= (1.0f * METERS_TO_PIXEL); else attacker->dPos.x += (1.0f * METERS_TO_PIXEL); break; default: #ifdef DENGINE_DEBUG ASSERT(INVALID_CODE_PATH); #endif } // TODO(doyle): Use attacker stats in battle equations attacker->state = entitystate_battle; attacker->stats->actionTimer = attacker->stats->actionRate; attacker->stats->busyDuration = 0; setActiveEntityAnim(attacker, animlist_hero_battlePose); Entity *defender = &world->entities[attacker->stats->entityIdToAttack]; defender->stats->health--; } // TODO(doyle): Exposed because of debug .. rework debug system so it we don't // need to expose any game API to it. INTERNAL v4 createCameraBounds(World *world, v2 size) { v4 result = math_getRect(world->cameraPos, size); // NOTE(doyle): Lock camera if it passes the bounds of the world if (result.x <= world->bounds.x) { result.x = world->bounds.x; result.z = result.x + size.w; } // TODO(doyle): Do the Y component when we need it if (result.y >= world->bounds.y) result.y = world->bounds.y; if (result.z >= world->bounds.z) { result.z = world->bounds.z; result.x = result.z - size.w; } if (result.w <= world->bounds.w) result.w = world->bounds.w; return result; } INTERNAL void updateEntityAndRender(Renderer *renderer, World *world, f32 dt) { for (i32 entityId = 0; entityId < world->freeEntityIndex; entityId++) { Entity *const entity = &world->entities[entityId]; Entity *hero = &world->entities[world->heroIndex]; if (entity->type == entitytype_mob) { f32 distance = v2_magnitude(hero->pos, entity->pos); // TODO(doyle): Currently calculated in pixels, how about meaningful // game units? f32 battleThreshold = 500.0f; if (distance <= battleThreshold) { entity->state = entitystate_battle; if (!world->entitiesInBattleIds[entityId]) { world->entitiesInBattleIds[entityId] = TRUE; world->numEntitiesInBattle++; } } else { if (world->entitiesInBattleIds[entityId]) { world->entitiesInBattleIds[entityId] = FALSE; world->numEntitiesInBattle--; } entity->state = entitystate_idle; entity->stats->actionTimer = entity->stats->actionRate; entity->stats->queuedAttack = entityattack_invalid; } } if ((entity->state == entitystate_battle || entity->state == entitystate_attack) && entity->type == entitytype_hero) { EntityStats *stats = entity->stats; if (stats->health > 0) { if (entity->state == entitystate_battle) { if (stats->actionTimer > 0) stats->actionTimer -= dt * stats->actionSpdMul; if (stats->actionTimer < 0) { stats->actionTimer = 0; if (stats->queuedAttack == entityattack_invalid) stats->queuedAttack = entityattack_tackle; beginAttack(entity); } } else { stats->busyDuration -= dt; if (stats->busyDuration <= 0) endAttack(world, entity); } } else { // TODO(doyle): Generalise for all entities hero->stats->entityIdToAttack = -1; hero->state = entitystate_idle; entity->state = entitystate_dead; } } if (world->numEntitiesInBattle > 0) { if (hero->state == entitystate_idle) hero->state = entitystate_battle; if (hero->stats->entityIdToAttack == -1) hero->stats->entityIdToAttack = entityId; } else { if (hero->state == entitystate_battle) { hero->state = entitystate_idle; setActiveEntityAnim(hero, animlist_hero_idle); } hero->stats->entityIdToAttack = -1; hero->stats->actionTimer = hero->stats->actionRate; hero->stats->busyDuration = 0; } updateEntityAnim(entity, dt); /* Calculate region to render */ v4 cameraBounds = createCameraBounds(world, renderer->size); renderer_entity(renderer, cameraBounds, entity, 0, V4(1, 1, 1, 1)); } } void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt) { /* Update */ parseInput(state, dt); glCheckError(); AssetManager *assetManager = &state->assetManager; Renderer *renderer = &state->renderer; World *const world = &state->world[state->currWorldIndex]; Entity *hero = &world->entities[world->heroIndex]; Font *font = &assetManager->font; ASSERT(world->freeEntityIndex < world->maxEntities); updateEntityAndRender(renderer, world, dt); /* Draw ui */ TexAtlas *heroAtlas = asset_getTextureAtlas(assetManager, texlist_hero); v4 heroAvatarTexRect = heroAtlas->texRect[herorects_head]; v2 heroAvatarSize = math_getRectSize(heroAvatarTexRect); v2 heroAvatarP = V2(10.0f, (renderer->size.h * 0.5f) - (0.5f * heroAvatarSize.h)); RenderTex heroRenderTex = {hero->tex, heroAvatarTexRect}; renderer_staticRect(renderer, heroAvatarP, heroAvatarSize, 0, heroRenderTex, V4(1, 1, 1, 1)); char *heroAvatarStr = "HP: 100/100"; f32 strLenInPixels = CAST(f32)(font->maxSize.w * common_strlen(heroAvatarStr)); v2 strPos = V2(heroAvatarP.x, heroAvatarP.y - (0.5f * heroAvatarSize.h)); renderer_staticString(&state->renderer, font, heroAvatarStr, strPos, 0, V4(0, 0, 1, 1)); #ifdef DENGINE_DEBUG debug_drawUi(state, dt); #endif }