fp: Wire up game reset

This commit is contained in:
doyle 2023-10-08 16:14:31 +11:00
parent 2102ffa094
commit 1889b9f9c5
6 changed files with 478 additions and 377 deletions

2
External/tely vendored

@ -1 +1 @@
Subproject commit c63954d31b0c99203c5dc752494bbaefd59128f0
Subproject commit 595e3c7f1e70aab8e51620682291aa2ba6c02b7f

File diff suppressed because it is too large Load Diff

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@ -14,7 +14,7 @@ static bool FP_Entity_IsBuildingForMobs(FP_GameEntity *entity)
static Dqn_f32 FP_Entity_CalcSpriteScaleForDesiredHeight(FP_Game *game, FP_Meters height, Dqn_Rect sprite_rect)
{
Dqn_f32 sprite_in_meters = FP_Game_PixelsToMetersNx1(game, sprite_rect.size.y);
Dqn_f32 sprite_in_meters = FP_Game_PixelsToMetersNx1(game->play, sprite_rect.size.y);
Dqn_f32 result = height.meters / sprite_in_meters;
return result;
}
@ -318,7 +318,7 @@ static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, DQ
entity->attack_cooldown_ms = 1000;
entity->faction = FP_GameEntityFaction_Foe;
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.7f, entity->sprite_height.meters * .5f);
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.7f, entity->sprite_height.meters * .5f);
FP_Entity_AddDebugEditorFlags(game, entity->handle);
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable;
@ -341,7 +341,7 @@ static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, D
entity->is_dying = false;
entity->local_pos = pos;
entity->attack_cooldown_ms = 1000;
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.7f, entity->sprite_height.meters * .6f);
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.7f, entity->sprite_height.meters * .6f);
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
@ -375,7 +375,7 @@ static FP_GameEntityHandle FP_Entity_CreateCatfish(FP_Game *game, Dqn_V2 pos, DQ
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
entity->attack_cooldown_ms = 1000;
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.7f, entity->sprite_height.meters * .6f);
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.7f, entity->sprite_height.meters * .6f);
FP_Entity_AddDebugEditorFlags(game, entity->handle);
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable;
@ -434,7 +434,7 @@ static FP_GameEntityHandle FP_Entity_CreateMobSpawner(FP_Game *game, Dqn_V2 pos,
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
entity->spawn_cap = spawn_cap;
entity->spawn_list = FP_SentinelList_Init<FP_GameEntityHandle>(game->chunk_pool);
entity->spawn_list = FP_SentinelList_Init<FP_GameEntityHandle>(game->play.chunk_pool);
return result;
}
@ -456,7 +456,7 @@ static FP_GameEntityHandle FP_Entity_CreateTerry(FP_Game *game, Dqn_V2 pos, DQN_
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
entity->attack_cooldown_ms = 500;
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.5f, entity->sprite_height.meters * .6f);
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.5f, entity->sprite_height.meters * .6f);
entity->hp_cap = FP_DEFAULT_DAMAGE * 3;
entity->hp = entity->hp_cap;
entity->coins = 1'000'000;
@ -756,7 +756,7 @@ static FP_GameEntityHandle FP_Entity_CreatePhoneMessageProjectile(FP_Game *game,
entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f));
entity->attack_box_offset = entity->local_hit_box_offset;
entity->attack_box_size = entity->local_hit_box_size;
entity->ttl_end_timestamp = game->clock_ms + 1000;
entity->ttl_end_timestamp = game->play.clock_ms + 1000;
entity->projectile_owner = owner;
entity->faction = FP_GameEntityFaction_Friendly;
return result;

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@ -3,13 +3,13 @@
#include "feely_pona_unity.h"
#endif
#define FP_Game_MetersToPixelsNx1(game, val) ((val) * (game)->meters_to_pixels)
#define FP_Game_MetersToPixelsNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (game)->meters_to_pixels)
#define FP_Game_MetersToPixelsV2(game, xy) (xy * (game)->meters_to_pixels)
#define FP_Game_MetersToPixelsNx1(game, val) ((val) * (game).meters_to_pixels)
#define FP_Game_MetersToPixelsNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (game).meters_to_pixels)
#define FP_Game_MetersToPixelsV2(game, xy) (xy * (game).meters_to_pixels)
#define FP_Game_PixelsToMetersNx1(game, val) ((val) * (1.f/(game)->meters_to_pixels))
#define FP_Game_PixelsToMetersNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (1.f/(game)->meters_to_pixels))
#define FP_Game_PixelsToMetersV2(game, xy) (xy * (1.f/(game)->meters_to_pixels))
#define FP_Game_PixelsToMetersNx1(game, val) ((val) * (1.f/(game).meters_to_pixels))
#define FP_Game_PixelsToMetersNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (1.f/(game).meters_to_pixels))
#define FP_Game_PixelsToMetersV2(game, xy) (xy * (1.f/(game).meters_to_pixels))
static bool operator==(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
{
@ -50,12 +50,12 @@ static FP_GameEntity *FP_Game_GetEntity(FP_Game *game, FP_GameEntityHandle handl
if (!game)
return result;
result = game->entities.data;
result = game->play.entities.data;
uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
if (index_from_handle >= game->entities.size)
if (index_from_handle >= game->play.entities.size)
return result;
FP_GameEntity *candidate = game->entities.data + index_from_handle;
FP_GameEntity *candidate = game->play.entities.data + index_from_handle;
if (candidate->handle == handle)
result = candidate;
return result;
@ -167,24 +167,24 @@ static bool FP_Game_DFSPostOrderWalkEntityTree(FP_Game *game, FP_GameEntityItera
// NOTE: Parent entity
static void FP_Game_PushParentEntity(FP_Game *game, FP_GameEntityHandle handle)
{
DQN_ASSERTF(game->parent_entity_stack.size >= 1, "Sentinel/nil entity has not been assigned as the 0th slot yet");
DQN_ASSERTF(game->play.parent_entity_stack.size >= 1, "Sentinel/nil entity has not been assigned as the 0th slot yet");
if (game)
Dqn_FArray_Add(&game->parent_entity_stack, handle);
Dqn_FArray_Add(&game->play.parent_entity_stack, handle);
}
static void FP_Game_PopParentEntity(FP_Game *game)
{
// NOTE: 0th slot is reserved for the nil entity
if (game && game->parent_entity_stack.size > 1)
Dqn_FArray_PopBack(&game->parent_entity_stack, 1);
if (game && game->play.parent_entity_stack.size > 1)
Dqn_FArray_PopBack(&game->play.parent_entity_stack, 1);
}
static FP_GameEntityHandle FP_Game_ActiveParentEntity(FP_Game const *game)
{
FP_GameEntityHandle result = {};
if (!game || !game->parent_entity_stack.size)
if (!game || !game->play.parent_entity_stack.size)
return result;
result = game->parent_entity_stack.data[game->parent_entity_stack.size - 1];
result = game->play.parent_entity_stack.data[game->play.parent_entity_stack.size - 1];
return result;
}
@ -201,28 +201,28 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_
if (!game)
return result;
DQN_ASSERTF(game->entities.size > 0, "Sentinel/nil entity has not been initialised yet");
DQN_ASSERTF(game->root_entity, "Sentinel/nil entity has not been assigned yet");
DQN_ASSERTF(game->play.entities.size > 0, "Sentinel/nil entity has not been initialised yet");
DQN_ASSERTF(game->play.root_entity, "Sentinel/nil entity has not been assigned yet");
result = game->root_entity; // TODO(doyle): Root entity or ... the nil entity?
if (game->entity_free_list) {
result = game->entity_free_list;
game->entity_free_list = game->entity_free_list->next;
result = game->play.root_entity; // TODO(doyle): Root entity or ... the nil entity?
if (game->play.entity_free_list) {
result = game->play.entity_free_list;
game->play.entity_free_list = game->play.entity_free_list->next;
result->next = nullptr;
} else {
if (game->entities.size >= (FP_GAME_ENTITY_HANDLE_INDEX_MAX + 1))
if (game->play.entities.size >= (FP_GAME_ENTITY_HANDLE_INDEX_MAX + 1))
return result;
result = Dqn_VArray_Make(&game->entities, Dqn_ZeroMem_Yes);
result = Dqn_VArray_Make(&game->play.entities, Dqn_ZeroMem_Yes);
if (!result)
return result;
result->handle.id = (game->entities.size - 1) & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
result->handle.id = (game->play.entities.size - 1) & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
}
result->sprite_height.meters = 1;
result->parent = FP_Game_ActiveParentEntityPointer(game);
result->name = TELY_ChunkPool_AllocFmtFV(game->chunk_pool, fmt, args);
result->buildings_visited = FP_SentinelList_Init<FP_GameEntityHandle>(game->chunk_pool);
result->name = TELY_ChunkPool_AllocFmtFV(game->play.chunk_pool, fmt, args);
result->buildings_visited = FP_SentinelList_Init<FP_GameEntityHandle>(game->play.chunk_pool);
result->action.sprite_alpha = 1.f;
result->stamina_cap = 93;
@ -251,7 +251,7 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_
DQN_ASSERT(!result->next);
DQN_ASSERT(result->handle.id);
DQN_ASSERT(result->parent->handle == game->parent_entity_stack.data[game->parent_entity_stack.size - 1]);
DQN_ASSERT(result->parent->handle == game->play.parent_entity_stack.data[game->play.parent_entity_stack.size - 1]);
return result;
}
@ -308,7 +308,7 @@ static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle
return;
uint64_t const entity_index_from_handle = entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
DQN_ASSERT(entity_index_from_handle < game->entities.size);
DQN_ASSERT(entity_index_from_handle < game->play.entities.size);
uint64_t const entity_generation_raw = entity->handle.id & FP_GAME_ENTITY_HANDLE_GENERATION_MASK;
uint64_t const entity_generation = entity_generation_raw >> FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
@ -330,22 +330,23 @@ static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle
parent->last_child = entity->prev;
if (entity->name.size)
TELY_ChunkPool_Dealloc(game->chunk_pool, entity->name.data);
TELY_ChunkPool_Dealloc(game->play.chunk_pool, entity->name.data);
FP_SentinelList_Deinit(&entity->spawn_list, game->chunk_pool);
FP_SentinelList_Deinit(&entity->waypoints, game->chunk_pool);
FP_SentinelList_Deinit(&entity->buildings_visited, game->chunk_pool);
FP_SentinelList_Deinit(&entity->spawn_list, game->play.chunk_pool);
FP_SentinelList_Deinit(&entity->waypoints, game->play.chunk_pool);
FP_SentinelList_Deinit(&entity->buildings_visited, game->play.chunk_pool);
if (new_entity_generation > entity_generation) {
// NOTE: Update the incremented handle disassociating all prior handles
// to this entity which would reference older generation values
*entity = {};
entity->parent = game->play.root_entity;
entity->handle.id = entity_index_from_handle | (new_entity_generation << FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT);
// NOTE: Attach entity to the free list
entity->next = game->entity_free_list;
entity->next = game->play.entity_free_list;
entity->prev = nullptr;
game->entity_free_list = entity;
game->play.entity_free_list = entity;
} else {
// NOTE: We've cycled through all possible generations for this handle
// We will not increment it and freeze it so it is no longer allocated
@ -357,10 +358,10 @@ static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle
static void FP_Game_DeleteEntity(FP_Game *game, FP_GameEntityHandle handle)
{
uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
if (!game || !DQN_CHECK(index_from_handle < game->entities.size))
if (!game || !DQN_CHECK(index_from_handle < game->play.entities.size))
return;
FP_GameEntity *root = game->entities.data + index_from_handle;
FP_GameEntity *root = game->play.entities.data + index_from_handle;
if (root->handle != handle)
return;
@ -381,8 +382,8 @@ static Dqn_V2 FP_Game_CalcEntityWorldPos(FP_Game const *game, FP_GameEntityHandl
if (!game)
return result;
FP_GameEntity const *first = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
for (FP_GameEntity const *entity = first; entity != game->root_entity; entity = entity->parent)
FP_GameEntity const *first = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
for (FP_GameEntity const *entity = first; entity != game->play.root_entity; entity = entity->parent)
result += entity->local_pos;
return result;
}
@ -472,19 +473,19 @@ static void FP_Game_EntityActionReset(FP_Game *game, FP_GameEntityHandle entity_
if (!entity)
return;
entity->action.sprite = sprite;
entity->action.started_at_clock_ms = game->clock_ms;
entity->action.end_at_clock_ms = DQN_MAX(duration_ms, game->clock_ms + duration_ms);
entity->action.started_at_clock_ms = game->play.clock_ms;
entity->action.end_at_clock_ms = DQN_MAX(duration_ms, game->play.clock_ms + duration_ms);
}
static Dqn_V2I FP_Game_WorldPosToTilePos(FP_Game *game, Dqn_V2 world_pos)
{
Dqn_V2I result = Dqn_V2I_InitNx2(world_pos.x / game->tile_size, world_pos.y / game->tile_size);
Dqn_V2I result = Dqn_V2I_InitNx2(world_pos.x / game->play.tile_size, world_pos.y / game->play.tile_size);
return result;
}
static Dqn_V2 FP_Game_TilePosToWorldPos(FP_Game *game, Dqn_V2I tile_pos)
{
Dqn_V2 result = Dqn_V2_InitNx2(tile_pos.x * game->tile_size, tile_pos.y * game->tile_size);
Dqn_V2 result = Dqn_V2_InitNx2(tile_pos.x * game->play.tile_size, tile_pos.y * game->play.tile_size);
return result;
}
@ -495,8 +496,8 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
Dqn_V2I dest_tile)
{
Dqn_Profiler_ZoneScopeWithIndex("FP_Update: A*", FP_ProfileZone_FPUpdate_AStar);
Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / game->tile_size);
Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / game->tile_size);
Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / game->play.tile_size);
Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / game->play.tile_size);
Dqn_Slice<Dqn_V2I> result = {};
if (dest_tile.x < 0 || dest_tile.x > tile_count_x ||
@ -509,7 +510,7 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
// NOTE: Enumerate the entities that are collidable ============================================
bool dest_tile_is_non_traversable = false;
auto zone_enum_collidables = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: A* enumerate collidables"), FP_ProfileZone_FPUpdate_AStarEnumerateCollidables);
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity); ) {
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
FP_GameEntity const *walk_entity = it.entity;
if (entity == walk_entity->handle)
continue;
@ -644,7 +645,7 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
for (uint32_t old_index = 1 /*Sentinel*/; old_index < astar_info.occupied; old_index++) {
Dqn_DSMapSlot<FP_GameAStarNode> const *slot = astar_info.slots + old_index;
FP_GameAStarNode const *node = &slot->value;
Dqn_V2 pos = FP_Game_TilePosToWorldPos(game, node->tile) + (game->tile_size * .5f);
Dqn_V2 pos = FP_Game_TilePosToWorldPos(game, node->tile) + (game->play.tile_size * .5f);
TELY_Render_CircleColourV4(renderer, pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_BLUE_CADET_V4);
}
#endif
@ -737,7 +738,7 @@ FP_GameFindClosestEntityResult FP_Game_FindClosestEntityWithType(FP_Game *game,
result.dist_squared = DQN_F32_MAX;
result.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
FP_GameEntity *it_entity = it.entity;
if (it_entity->type != type)
continue;
@ -791,11 +792,11 @@ static void FP_Game_EntityTransitionState(FP_Game *game, FP_GameEntity *entity,
case FP_EntityType_Terry: {
if (desired_state == FP_EntityTerryState_Attack ||
desired_state == FP_EntityTerryState_RangeAttack) {
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
// NOTE: Cooldown not met do not transition
return;
}
entity->last_attack_timestamp = game->clock_ms;
entity->last_attack_timestamp = game->play.clock_ms;
if (desired_state == FP_EntityTerryState_RangeAttack) {
if (entity->terry_mobile_data_plan < FP_TERRY_MOBILE_DATA_PER_RANGE_ATTACK)
@ -809,31 +810,31 @@ static void FP_Game_EntityTransitionState(FP_Game *game, FP_GameEntity *entity,
case FP_EntityType_Smoochie: {
if (desired_state == FP_EntitySmoochieState_Attack) {
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
// NOTE: Cooldown not met do not transition
return;
}
entity->last_attack_timestamp = game->clock_ms;
entity->last_attack_timestamp = game->play.clock_ms;
}
} break;
case FP_EntityType_Clinger: {
if (desired_state == FP_EntityClingerState_Attack) {
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
// NOTE: Cooldown not met do not transition
return;
}
entity->last_attack_timestamp = game->clock_ms;
entity->last_attack_timestamp = game->play.clock_ms;
}
} break;
case FP_EntityType_Catfish: {
if (desired_state == FP_EntityClingerState_Attack) {
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
// NOTE: Cooldown not met do not transition
return;
}
entity->last_attack_timestamp = game->clock_ms;
entity->last_attack_timestamp = game->play.clock_ms;
}
} break;
@ -893,3 +894,4 @@ static void FP_GameRenderCameraFollowScanlines(TELY_Renderer *renderer,
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.1f), scanline_thickness);
}
}

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@ -277,27 +277,17 @@ enum FP_GameState
{
FP_GameState_IntroScreen,
FP_GameState_Play,
FP_GameState_WinGame,
};
struct FP_Game
struct FP_GamePlay
{
Dqn_f32 delta_s_accumulator;
uint16_t tile_size;
TELY_ChunkPool *chunk_pool;
TELY_AssetFontHandle inter_regular_font_large;
TELY_AssetFontHandle inter_regular_font;
TELY_AssetFontHandle inter_italic_font;
TELY_AssetFontHandle jetbrains_mono_font;
TELY_AssetFontHandle talkco_font;
TELY_AssetFontHandle talkco_font_large;
TELY_AssetAudioHandle audio[FP_GameAudio_Count];
Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
TELY_AssetSpriteSheet hero_sprite_sheet;
Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
uint16_t tile_size;
Dqn_f32 delta_s_accumulator;
Dqn_Arena arena;
Dqn_VArray<FP_GameEntity> entities;
TELY_AssetSpriteSheet atlas_sprite_sheet;
Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
FP_GameEntity *root_entity;
FP_GameEntity *entity_free_list;
@ -321,14 +311,13 @@ struct FP_Game
FP_GameEntityHandle prev_active_entity;
FP_GameCamera camera;
TELY_RFui rfui;
Dqn_f32 meters_to_pixels;
uint64_t clock_ms;
uint64_t update_counter;
Dqn_PCG32 rng;
bool debug_ui;
bool god_mode;
FP_GameInGameMenu in_game_menu;
bool build_mode_can_place_building;
Dqn_usize build_mode_building_index;
@ -344,6 +333,22 @@ struct FP_Game
FP_GameState state;
};
struct FP_Game
{
TELY_AssetFontHandle inter_regular_font_large;
TELY_AssetFontHandle inter_regular_font;
TELY_AssetFontHandle inter_italic_font;
TELY_AssetFontHandle jetbrains_mono_font;
TELY_AssetFontHandle talkco_font;
TELY_AssetFontHandle talkco_font_large;
TELY_AssetAudioHandle audio[FP_GameAudio_Count];
Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
TELY_AssetSpriteSheet hero_sprite_sheet;
TELY_AssetSpriteSheet atlas_sprite_sheet;
TELY_RFui rfui;
FP_GamePlay play;
};
struct FP_GameAStarNode
{
Dqn_usize cost;

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@ -351,10 +351,10 @@ void FP_UnitTests(TELY_Platform *platform)
chunk_pool.arena = &platform->arena;
FP_Game *game = Dqn_Arena_New(&platform->arena, FP_Game, Dqn_ZeroMem_Yes);
game->chunk_pool = &chunk_pool;
game->entities = Dqn_VArray_Init<FP_GameEntity>(&platform->arena, 1024 * 8);
game->root_entity = Dqn_VArray_Make(&game->entities, Dqn_ZeroMem_No);
Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle);
game->play.chunk_pool = &chunk_pool;
game->play.entities = Dqn_VArray_Init<FP_GameEntity>(&platform->arena, 1024 * 8);
game->play.root_entity = Dqn_VArray_Make(&game->play.entities, Dqn_ZeroMem_No);
Dqn_FArray_Add(&game->play.parent_entity_stack, game->play.root_entity->handle);
{
// NOTE: Setup entity-tree =================================================================
@ -384,7 +384,7 @@ void FP_UnitTests(TELY_Platform *platform)
FP_GameEntity *pre_order_walk[9] = {};
Dqn_usize pre_order_walk_count = 0;
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity);) {
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->play.root_entity);) {
DQN_ASSERT(pre_order_walk_count < DQN_ARRAY_UCOUNT(pre_order_walk));
pre_order_walk[pre_order_walk_count++] = it.entity;
}
@ -404,7 +404,7 @@ void FP_UnitTests(TELY_Platform *platform)
FP_GameEntity *post_order_walk[9] = {};
Dqn_usize post_order_walk_count = 0;
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity);) {
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.root_entity);) {
DQN_ASSERT(post_order_walk_count < DQN_ARRAY_UCOUNT(post_order_walk));
post_order_walk[post_order_walk_count++] = it.entity;
}
@ -421,11 +421,11 @@ void FP_UnitTests(TELY_Platform *platform)
DQN_ASSERT(post_order_walk[8] == f);
// NOTE: Cleanup ===========================================================================
FP_Game_DeleteEntity(game, game->root_entity->handle);
DQN_ASSERT(game->root_entity->first_child == nullptr);
DQN_ASSERT(game->root_entity->last_child == nullptr);
DQN_ASSERT(game->root_entity->next == nullptr);
DQN_ASSERT(game->root_entity->prev == nullptr);
DQN_ASSERT(game->root_entity->parent == nullptr);
FP_Game_DeleteEntity(game, game->play.root_entity->handle);
DQN_ASSERT(game->play.root_entity->first_child == nullptr);
DQN_ASSERT(game->play.root_entity->last_child == nullptr);
DQN_ASSERT(game->play.root_entity->next == nullptr);
DQN_ASSERT(game->play.root_entity->prev == nullptr);
DQN_ASSERT(game->play.root_entity->parent == nullptr);
}
}