Doyle Thai
4b74bb9474
More meaningful to see values update over a larger period of time than instantaneously.
350 lines
10 KiB
C
350 lines
10 KiB
C
#include "Dengine/AssetManager.h"
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#include "Dengine/Math.h"
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#include "WorldTraveller/WorldTraveller.h"
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//TODO(doyle): This is temporary! Maybe abstract into our platform layer, or
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//choose to load assets outside of WorldTraveller!
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#include <stdlib.h>
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void worldTraveller_gameInit(GameState *state, v2i windowSize)
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{
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AssetManager *assetManager = &state->assetManager;
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/* Initialise assets */
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asset_loadTextureImage(assetManager,
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"data/textures/WorldTraveller/TerraSprite1024.png",
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texlist_hero);
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asset_loadTextureImage(assetManager,
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"data/textures/WorldTraveller/Terrain.png",
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texlist_terrain);
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TexAtlas *terrainAtlas =
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asset_getTextureAtlas(assetManager, texlist_terrain);
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f32 atlasTileSize = 128.0f;
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terrainAtlas->texRect[terraincoords_ground] =
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V4(384.0f, 512.0f, 384.0f + atlasTileSize, 512.0f + atlasTileSize);
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asset_loadShaderFiles(assetManager, "data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl", shaderlist_sprite);
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asset_loadTTFont(assetManager, "C:/Windows/Fonts/Arialbd.ttf");
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glCheckError();
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state->state = state_active;
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state->tileSize = 64;
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state->currWorldIndex = 0;
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/* Init world tiles */
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i32 highestSquaredValue = 1;
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while (squared(highestSquaredValue) < ARRAY_COUNT(state->world[0].tiles))
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highestSquaredValue++;
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const i32 worldSize = highestSquaredValue - 1;
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// NOTE(doyle): Origin is center of the world
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for (i32 i = 0; i < ARRAY_COUNT(state->world); i++)
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{
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for (i32 y = 0; y < worldSize; y++)
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{
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for (i32 x = 0; x < worldSize; x++)
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{
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i32 packedDimension = y * worldSize + x;
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World *world = state->world;
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world[i].texType = texlist_terrain;
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world[i].tiles[packedDimension].pos =
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V2(CAST(f32) x, CAST(f32) y);
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}
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}
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}
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/* Init hero */
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Entity heroEnt = {V2(0.0f, 0.0f),
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V2(0.0f, 0.0f),
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V2(58.0f, 98.0f),
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direction_east,
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asset_getTexture(assetManager, texlist_hero),
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TRUE,
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0,
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0,
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0};
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SpriteAnim heroAnimIdle = {NULL, 1, 0, 1.0f, 1.0f};
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// TODO(doyle): Get rid of
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heroAnimIdle.rect = (v4 *)calloc(1, sizeof(v4));
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heroAnimIdle.rect[0] = V4(746.0f, 1018.0f, 804.0f, 920.0f);
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heroEnt.anim[heroEnt.freeAnimIndex++] = heroAnimIdle;
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SpriteAnim heroAnimWalk = {NULL, 3, 0, 0.10f, 0.10f};
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// TODO(doyle): Get rid of
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heroAnimWalk.rect = (v4 *)calloc(heroAnimWalk.numRects, sizeof(v4));
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heroAnimWalk.rect[0] = V4(641.0f, 1018.0f, 699.0f, 920.0f);
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heroAnimWalk.rect[1] = heroAnimIdle.rect[0];
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heroAnimWalk.rect[2] = V4(849.0f, 1018.0f, 904.0f, 920.0f);
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heroEnt.anim[heroEnt.freeAnimIndex++] = heroAnimWalk;
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heroEnt.currAnimIndex = 0;
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state->heroIndex = state->freeEntityIndex;
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state->entityList[state->freeEntityIndex++] = heroEnt;
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Entity *hero = &state->entityList[state->heroIndex];
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Texture *heroSheet = hero->tex;
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v2 sheetSize = V2(CAST(f32)heroSheet->width, CAST(f32)heroSheet->height);
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if (sheetSize.x != sheetSize.y)
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{
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printf(
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"worldTraveller_gameInit() warning: Sprite sheet is not square: "
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"%dx%dpx\n",
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CAST(i32) sheetSize.w, CAST(i32) sheetSize.h);
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}
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/* Create a NPC */
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SpriteAnim npcAnim = {NULL, 2, 0, 0.3f, 0.3f};
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// TODO(doyle): Get rid of
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npcAnim.rect = (v4 *)calloc(2, sizeof(v4));
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npcAnim.rect[0] = V4(944.0f, 918.0f, 1010.0f, 816.0f);
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npcAnim.rect[1] = V4(944.0f, 812.0f, 1010.0f, 710.0f);
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Entity npcEnt = {V2(300.0f, 300.0f),
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V2(0.0f, 0.0f),
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hero->size,
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direction_null,
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hero->tex,
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TRUE,
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0,
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0,
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0};
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npcEnt.anim[npcEnt.freeAnimIndex++] = npcAnim;
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state->entityList[state->freeEntityIndex++] = npcEnt;
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/* Init renderer */
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Renderer *renderer = &state->renderer;
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renderer->size = V2(CAST(f32)windowSize.x, CAST(f32)windowSize.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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renderer->shader = asset_getShader(assetManager, shaderlist_sprite);
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shader_use(renderer->shader);
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const mat4 projection =
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mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
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shader_uniformSetMat4fv(renderer->shader, "projection", projection);
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glCheckError();
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/* Create buffers */
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glGenVertexArrays(1, &renderer->vao);
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glGenBuffers(1, &renderer->vbo);
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glCheckError();
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/* Bind buffers */
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
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glBindVertexArray(renderer->vao);
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/* Configure VAO */
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const GLuint numVertexElements = 4;
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const GLuint vertexSize = sizeof(v4);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)0);
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glCheckError();
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/* Unbind */
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glCheckError();
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}
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INTERNAL void parseInput(GameState *state, const f32 dt)
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{
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/*
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Equations of Motion
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f(t) = position m
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f'(t) = velocity m/s
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f"(t) = acceleration m/s^2
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The user supplies an acceleration, a, and by integrating
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f"(t) = a, where a is a constant, acceleration
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f'(t) = a*t + v, where v is a constant, old velocity
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f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position
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*/
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Entity *hero = &state->entityList[state->heroIndex];
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v2 ddPos = V2(0, 0);
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if (state->keys[GLFW_KEY_SPACE])
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{
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}
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if (state->keys[GLFW_KEY_RIGHT])
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{
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ddPos.x = 1.0f;
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hero->direction = direction_east;
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}
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if (state->keys[GLFW_KEY_LEFT])
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{
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ddPos.x = -1.0f;
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hero->direction = direction_west;
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}
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if (state->keys[GLFW_KEY_UP])
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{
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ddPos.y = 1.0f;
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}
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if (state->keys[GLFW_KEY_DOWN])
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{
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ddPos.y = -1.0f;
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}
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if (ddPos.x != 0.0f && ddPos.y != 0.0f)
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{
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// NOTE(doyle): Cheese it and pre-compute the vector for diagonal using
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// pythagoras theorem on a unit triangle
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// 1^2 + 1^2 = c^2
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ddPos = v2_scale(ddPos, 0.70710678118f);
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}
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f32 epsilon = 20.0f;
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v2 epsilonDpos = v2_sub(V2(epsilon, epsilon),
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V2(absolute(hero->dPos.x), absolute(hero->dPos.y)));
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if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f)
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{
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hero->dPos = V2(0.0f, 0.0f);
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// TODO(doyle): Change index to use some meaningful name like a string
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// or enum for referencing animations, in this case 0 is idle and 1 is
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// walking
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if (hero->currAnimIndex == 1)
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{
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SpriteAnim *currAnim = &hero->anim[hero->currAnimIndex];
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currAnim->currDuration = currAnim->duration;
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currAnim->currRectIndex = 0;
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hero->currAnimIndex = 0;
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}
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}
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else if (hero->currAnimIndex == 0)
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{
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SpriteAnim *currAnim = &hero->anim[hero->currAnimIndex];
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currAnim->currDuration = currAnim->duration;
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currAnim->currRectIndex = 0;
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hero->currAnimIndex = 1;
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}
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f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2
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if (state->keys[GLFW_KEY_LEFT_SHIFT])
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{
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heroSpeed = CAST(f32)(22.0f * 5.0f * METERS_TO_PIXEL);
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}
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ddPos = v2_scale(ddPos, heroSpeed);
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// TODO(doyle): Counteracting force on player's acceleration is arbitrary
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ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
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/*
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NOTE(doyle): Calculate new position from acceleration with old velocity
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new Position = (a/2) * (t^2) + (v*t) + p,
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acceleration = (a/2) * (t^2)
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old velocity = (v*t)
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*/
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v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), squared(dt));
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v2 dPos = v2_scale(hero->dPos, dt);
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v2 newHeroP = v2_add(v2_add(ddPosNew, dPos), hero->pos);
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b32 heroCollided = FALSE;
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if (hero->collides == TRUE)
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{
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for (i32 i = 0; i < ARRAY_COUNT(state->entityList); i++)
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{
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if (i == state->heroIndex) continue;
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Entity entity = state->entityList[i];
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if (entity.collides)
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{
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v4 heroRect =
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V4(newHeroP.x, newHeroP.y, (newHeroP.x + hero->size.x),
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(newHeroP.y + hero->size.y));
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v4 entityRect = getEntityScreenRect(entity);
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if (((heroRect.z >= entityRect.x && heroRect.z <= entityRect.z) ||
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(heroRect.x >= entityRect.x && heroRect.x <= entityRect.z)) &&
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((heroRect.w <= entityRect.y && heroRect.w >= entityRect.w) ||
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(heroRect.y <= entityRect.y && heroRect.y >= entityRect.w)))
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{
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heroCollided = TRUE;
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break;
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}
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}
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}
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}
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if (heroCollided)
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{
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hero->dPos = V2(0.0f, 0.0f);
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}
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else
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{
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// f'(t) = curr velocity = a*t + v, where v is old velocity
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hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt));
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hero->pos = newHeroP;
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}
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}
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void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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{
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/* Update */
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parseInput(state, dt);
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glCheckError();
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AssetManager *assetManager = &state->assetManager;
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Renderer *renderer = &state->renderer;
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/* Render background tiles */
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#if 0
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World *const world = &state->world[state->currWorldIndex];
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TexAtlas *const worldAtlas =
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asset_getTextureAtlas(assetManager, world->texType);
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Texture *const worldTex = asset_getTexture(assetManager, world->texType);
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v2 tileSize = (CAST(f32)state->tileSize.w, CAST(f32)state->tileSize.h);
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renderer_backgroundTiles(&state->renderer, tileSize, world, atlas, tex);
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#endif
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/* Render entities */
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ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
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for (i32 i = 0; i < state->freeEntityIndex; i++)
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{
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Entity *const entity = &state->entityList[i];
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renderer_entity(&state->renderer, entity, dt, 0.0f, V3(0, 0, 0));
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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 WT_DEBUG
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LOCAL_PERSIST f32 debugUpdateCounter = 0.0f;
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LOCAL_PERSIST char debugStrings[256][64] = {0};
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LOCAL_PERSIST i32 numDebugStrings = 0;
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Font *font = &assetManager->font;
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if (debugUpdateCounter <= 0)
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{
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Entity *hero = &state->entityList[state->heroIndex];
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snprintf(debugStrings[0], ARRAY_COUNT(debugStrings[0]),
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"Hero Pos: %06.2f,%06.2f", hero->pos.x, hero->pos.y);
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numDebugStrings++;
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snprintf(debugStrings[1], ARRAY_COUNT(debugStrings[1]),
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"Hero dPos: %06.2f,%06.2f", hero->dPos.x, hero->dPos.y);
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numDebugStrings++;
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snprintf(debugStrings[2], ARRAY_COUNT(debugStrings[2]),
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"FreeEntityIndex: %d", state->freeEntityIndex);
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numDebugStrings++;
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const f32 debugUpdateRate = 0.15f;
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debugUpdateCounter = debugUpdateRate;
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}
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for (i32 i = 0; i < numDebugStrings; i++)
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renderer_debugString(&state->renderer, font, debugStrings[i]);
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debugUpdateCounter -= dt;
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debugRenderer.init = FALSE;
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#endif
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}
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