build: Fix compile error and simplify build
This commit is contained in:
parent
0aa3d9165c
commit
9abaf8fd5f
@ -21,7 +21,7 @@ call powershell -Command "$duration = Measure-Command {%robocopy_cmd% | Out-Defa
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REM ================================================================================================
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REM TODO: Raylib seems to have problems shutting down fsanitize=address?
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set common_compile_flags=/W4 /Z7 /MT /EHsc /nologo /I %tely_dir%
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set common_compile_flags=/W4 /Z7 /MT /EHsc /nologo
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set common_link_flags=/link /incremental:no
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REM raylib =========================================================================================
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@ -65,7 +65,7 @@ gdi32.lib opengl32.lib winmm.lib user32.lib shell32.lib
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REM DLL flags ======================================================================================
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set dll_compile_flags=%common_compile_flags% /LD %code_dir%\feely_pona_unity.cpp
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set dll_compile_flags=%common_compile_flags% /LD /Tp %code_dir%\feely_pona_unity.h
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set dll_link_flags=%common_link_flags%
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REM MSVC commands ==================================================================================
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423
feely_pona_game.cpp
Normal file
423
feely_pona_game.cpp
Normal file
@ -0,0 +1,423 @@
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#if defined(__clang__)
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#pragma once
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#include "playground_unity.h"
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#endif
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static bool operator==(TELY_GameEntityHandle const &lhs, TELY_GameEntityHandle const &rhs)
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{
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bool result = lhs.id == rhs.id;
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return result;
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}
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static bool operator!=(TELY_GameEntityHandle const &lhs, TELY_GameEntityHandle const &rhs)
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{
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bool result = !(lhs == rhs);
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return result;
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}
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static Dqn_M2x3 TELY_Game_CameraModelViewM2x3(TELY_GameCamera camera, TELY_Platform *platform)
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{
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Dqn_M2x3 result = Dqn_M2x3_Identity();
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if (platform) {
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Dqn_V2 rotate_origin = camera.world_pos - (Dqn_V2_InitV2I(platform->core.window_size) * .5f);
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result = Dqn_M2x3_Mul(result, Dqn_M2x3_Translate(rotate_origin));
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result = Dqn_M2x3_Mul(result, Dqn_M2x3_Rotate(camera.rotate_rads));
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result = Dqn_M2x3_Mul(result, Dqn_M2x3_Scale(camera.scale));
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result = Dqn_M2x3_Mul(result, Dqn_M2x3_Translate((rotate_origin * -1) + camera.world_pos));
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}
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return result;
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}
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static TELY_GameEntity *TELY_Game_GetEntity(TELY_Game *game, TELY_GameEntityHandle handle)
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{
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TELY_GameEntity *result = nullptr;
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if (!game)
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return result;
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result = game->entities.data;
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uint64_t index_from_handle = handle.id & TELY_GAME_ENTITY_HANDLE_INDEX_MASK;
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if (index_from_handle >= game->entities.size)
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return result;
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TELY_GameEntity *candidate = game->entities.data + index_from_handle;
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if (candidate->handle == handle)
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result = candidate;
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return result;
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}
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static bool TELY_Game_DFSPreOrderWalkEntityTree(TELY_Game *game, TELY_GameEntityIterator *it, TELY_GameEntity *root)
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{
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if (!game || !it || !root)
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return false;
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it->last_visited = it->entity;
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if (it->init) {
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it->iteration_count++;
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} else {
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it->init = true;
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it->entity = root;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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if (it->entity_first_child) {
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it->entity = it->entity_first_child;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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} else {
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while (it->entity->handle != root->handle) {
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if (it->entity_next) {
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it->entity = it->entity_next;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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break;
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} else {
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if (!it->entity_parent)
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break;
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it->entity = it->entity_parent;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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}
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}
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return it->entity->handle != root->handle;
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}
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static bool TELY_Game_DFSPostOrderWalkEntityTree(TELY_Game *game, TELY_GameEntityIterator *it, TELY_GameEntity *root)
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{
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if (!game || !it || !root)
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return false;
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bool ascending_tree = it->entity ? (it->last_visited == it->entity->last_child) : false;
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it->last_visited = it->entity;
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if (it->init) {
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it->iteration_count++;
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} else {
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it->init = true;
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it->entity = root;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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// NOTE: Descend to deepest leaf node
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if (it->entity_first_child && !ascending_tree) {
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while (it->entity_first_child) {
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it->entity = it->entity_first_child;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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} else {
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// NOTE: We are at the leaf node, try going across
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if (it->entity != root && it->entity_next) {
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it->entity = it->entity_next;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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ascending_tree = false;
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}
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// NOTE: Try descend again
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if (it->entity_first_child && !ascending_tree) {
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while (it->entity_first_child) {
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it->entity = it->entity_first_child;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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}
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// NOTE: If we could not move further across or down then we've
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// exhausted the tree, start moving up.
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if (it->last_visited == it->entity) {
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it->entity = it->entity_parent;
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it->entity_parent = it->entity->parent;
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it->entity_next = it->entity->next;
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it->entity_first_child = it->entity->first_child;
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}
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}
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return it->entity->handle != root->handle;
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}
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// NOTE: Parent entity
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static void TELY_Game_PushParentEntity(TELY_Game *game, TELY_GameEntityHandle handle)
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{
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DQN_ASSERTF(game->parent_entity_stack.size >= 1, "Sentinel/nil entity has not been assigned as the 0th slot yet");
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if (game)
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Dqn_FArray_Add(&game->parent_entity_stack, handle);
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}
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static void TELY_Game_PopParentEntity(TELY_Game *game)
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{
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// NOTE: 0th slot is reserved for the nil entity
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if (game && game->parent_entity_stack.size > 1)
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Dqn_FArray_PopBack(&game->parent_entity_stack, 1);
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}
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static TELY_GameEntityHandle TELY_Game_ActiveParentEntity(TELY_Game const *game)
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{
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TELY_GameEntityHandle result = {};
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if (!game || !game->parent_entity_stack.size)
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return result;
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result = game->parent_entity_stack.data[game->parent_entity_stack.size - 1];
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return result;
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}
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static TELY_GameEntity *TELY_Game_ActiveParentEntityPointer(TELY_Game const *game)
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{
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TELY_GameEntityHandle handle = TELY_Game_ActiveParentEntity(game);
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TELY_GameEntity *result = TELY_Game_GetEntity(DQN_CAST(TELY_Game *)game, handle);
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return result;
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}
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static TELY_GameEntity *TELY_Game_MakeEntityPointerFV(TELY_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, va_list args)
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{
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TELY_GameEntity *result = nullptr;
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if (!game)
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return result;
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DQN_ASSERTF(game->entities.size > 0, "Sentinel/nil entity has not been initialised yet");
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DQN_ASSERTF(game->root_entity, "Sentinel/nil entity has not been assigned yet");
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result = game->root_entity; // TODO(doyle): Root entity or ... the nil entity?
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if (game->entity_free_list) {
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result = game->entity_free_list;
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game->entity_free_list = game->entity_free_list->next;
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result->next = nullptr;
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} else {
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if (game->entities.size >= (TELY_GAME_ENTITY_HANDLE_INDEX_MAX + 1))
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return result;
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result = Dqn_VArray_Make(&game->entities, 1, Dqn_ZeroMem_Yes);
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if (!result)
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return result;
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result->handle.id = (game->entities.size - 1) & TELY_GAME_ENTITY_HANDLE_INDEX_MASK;
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}
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result->size_scale = Dqn_V2_InitNx1(1);
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result->parent = TELY_Game_ActiveParentEntityPointer(game);
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result->name = TELY_ChunkPool_AllocFmtFV(&game->chunk_pool, fmt, args);
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result->waypoints = TELY_ChunkPool_New(&game->chunk_pool, TELY_GameWaypoint);
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result->waypoints->next = result->waypoints;
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result->waypoints->prev = result->waypoints;
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// NOTE: Attach entity as a child to the parent
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TELY_GameEntity *parent = result->parent;
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if (parent->first_child)
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parent->last_child->next = result;
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else
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parent->first_child = result;
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result->prev = parent->last_child;
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parent->last_child = result;
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DQN_ASSERT(!result->next);
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DQN_ASSERT(result->handle.id);
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DQN_ASSERT(result->parent->handle == game->parent_entity_stack.data[game->parent_entity_stack.size - 1]);
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return result;
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}
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static TELY_GameEntity *TELY_Game_MakeEntityPointerF(TELY_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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TELY_GameEntity *result = TELY_Game_MakeEntityPointerFV(game, fmt, args);
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va_end(args);
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return result;
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}
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static TELY_GameEntityHandle TELY_Game_MakeEntityF(TELY_Game *game, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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TELY_GameEntity *entity = TELY_Game_MakeEntityPointerF(game, fmt, args);
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va_end(args);
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TELY_GameEntityHandle result = {};
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if (entity)
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result = entity->handle;
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return result;
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}
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static bool TELY_Game_IsNilEntity(TELY_GameEntity *entity)
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{
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bool result = entity ? ((entity->handle.id & TELY_GAME_ENTITY_HANDLE_INDEX_MASK) == 0) : true;
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return result;
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}
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static void TELY_Game_DetachEntityIntoFreeList(TELY_Game *game, TELY_GameEntityHandle handle)
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{
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TELY_GameEntity *entity = TELY_Game_GetEntity(game, handle);
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if (TELY_Game_IsNilEntity(entity))
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return;
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// NOTE: Entities in the entity tree always have a parent (except for the
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// nil/root entity). If an entity is passed in to this function and there's
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// no parent, it's most likely you passed in an entity already in the free
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// list (in which case only the next pointer will be set). This is most
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// likely a mistake so we guard against it here.
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if (!DQN_CHECK(entity->parent))
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return;
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uint64_t const entity_index_from_handle = entity->handle.id & TELY_GAME_ENTITY_HANDLE_INDEX_MASK;
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DQN_ASSERT(entity_index_from_handle < game->entities.size);
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uint64_t const entity_generation_raw = entity->handle.id & TELY_GAME_ENTITY_HANDLE_GENERATION_MASK;
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uint64_t const entity_generation = entity_generation_raw >> TELY_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
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uint64_t const new_entity_generation = entity_generation + 1;
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// NOTE: De-attach entity from adjacent children
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if (entity->prev)
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entity->prev->next = entity->next;
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if (entity->next)
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entity->next->prev = entity->prev;
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// NOTE: De-attach from parent
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TELY_GameEntity *parent = entity->parent;
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if (parent->first_child == entity)
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parent->first_child = entity->next;
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if (parent->last_child == entity)
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parent->last_child = entity->prev;
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if (entity->name.size)
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TELY_ChunkPool_Dealloc(&game->chunk_pool, entity->name.data);
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if (new_entity_generation > entity_generation) {
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// NOTE: Update the incremented handle disassociating all prior handles
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// to this entity which would reference older generation values
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*entity = {};
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entity->handle.id = entity_index_from_handle | (new_entity_generation << TELY_GAME_ENTITY_HANDLE_GENERATION_RSHIFT);
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// NOTE: Attach entity to the free list
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entity->next = game->entity_free_list;
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entity->prev = nullptr;
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game->entity_free_list = entity;
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} else {
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// NOTE: We've cycled through all possible generations for this handle
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// We will not increment it and freeze it so it is no longer allocated
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// out. This prevents code that is still holding onto *really* old
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// handles
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}
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}
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static void TELY_Game_DeleteEntity(TELY_Game *game, TELY_GameEntityHandle handle)
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{
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uint64_t index_from_handle = handle.id & TELY_GAME_ENTITY_HANDLE_INDEX_MASK;
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if (!game || !DQN_CHECK(index_from_handle < game->entities.size))
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return;
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TELY_GameEntity *root = game->entities.data + index_from_handle;
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if (root->handle != handle)
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return;
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// NOTE: The iterator snaps a copy of all the internal n-ary tree pointers
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// so as we delete we do not accidentally invalidate any of the pointers.
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for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &it, root); ) {
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DQN_ASSERT(it.entity != root);
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TELY_GameEntity *entity = it.entity;
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TELY_Game_DetachEntityIntoFreeList(game, entity->handle);
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}
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TELY_Game_DetachEntityIntoFreeList(game, root->handle);
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}
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static Dqn_V2 TELY_Game_CalcEntityWorldPos(TELY_Game const *game, TELY_GameEntityHandle handle)
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{
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Dqn_V2 result = {};
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if (!game)
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return result;
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for (TELY_GameEntity const *entity = TELY_Game_GetEntity(DQN_CAST(TELY_Game *) game, handle);
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entity != game->root_entity;
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entity = entity->parent) {
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result += entity->local_pos;
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}
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return result;
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}
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static Dqn_Rect TELY_Game_CalcEntityLocalHitBox(TELY_Game const *game, TELY_GameEntityHandle handle)
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{
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TELY_GameEntity *entity = TELY_Game_GetEntity(DQN_CAST(TELY_Game *)game, handle);
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Dqn_V2 half_hit_box_size = entity->local_hit_box_size * .5f;
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Dqn_Rect result = Dqn_Rect_InitV2x2(entity->local_hit_box_offset - half_hit_box_size, entity->local_hit_box_size);
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return result;
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}
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static Dqn_Rect TELY_Game_CalcEntityWorldHitBox(TELY_Game const *game, TELY_GameEntityHandle handle)
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{
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TELY_GameEntity *entity = TELY_Game_GetEntity(DQN_CAST(TELY_Game *) game, handle);
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Dqn_V2 world_pos = TELY_Game_CalcEntityWorldPos(game, handle);
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Dqn_Rect local_hit_box = TELY_Game_CalcEntityLocalHitBox(game, entity->handle);
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Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + local_hit_box.pos, local_hit_box.size);
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return result;
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}
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static Dqn_Rect TELY_Game_CalcEntityAttackWorldHitBox(TELY_Game const *game, TELY_GameEntityHandle handle)
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{
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TELY_GameEntity *entity = TELY_Game_GetEntity(DQN_CAST(TELY_Game *) game, handle);
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Dqn_V2 world_pos = TELY_Game_CalcEntityWorldPos(game, handle);
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Dqn_V2 half_hit_box_size = entity->attack_box_size * .5f;
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Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + entity->attack_box_offset - half_hit_box_size, entity->attack_box_size);
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return result;
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}
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static Dqn_Rect TELY_Game_CalcEntityArrayWorldBoundingBox(TELY_Game const *game, TELY_GameEntityHandle const *handles, Dqn_usize count)
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{
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Dqn_Rect result = {};
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if (!game || !handles)
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return result;
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DQN_FOR_UINDEX(index, count) {
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TELY_GameEntityHandle handle = handles[index];
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TELY_GameEntity const *entity = TELY_Game_GetEntity(DQN_CAST(TELY_Game *) game, handle);
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Dqn_Rect bbox = TELY_Game_CalcEntityLocalHitBox(game, entity->handle);
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for (TELY_GameShape const &shape_ : entity->shapes) {
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TELY_GameShape const *shape = &shape_;
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switch (shape->type) {
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case TELY_GameShapeType_None: {
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} break;
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case TELY_GameShapeType_Circle: {
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Dqn_Rect rect =
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Dqn_Rect_InitV2x2(shape->p1 - shape->circle_radius, Dqn_V2_InitNx1(shape->circle_radius * 2.f));
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bbox = Dqn_Rect_Union(bbox, rect);
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} break;
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case TELY_GameShapeType_Rect: /*FALLTHRU*/
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case TELY_GameShapeType_Line: {
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Dqn_V2 min = Dqn_V2_Min(shape->p1, shape->p2);
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Dqn_V2 max = Dqn_V2_Max(shape->p1, shape->p2);
|
||||
Dqn_Rect rect = Dqn_Rect_InitV2x2(min, max - min);
|
||||
|
||||
if (shape->type == TELY_GameShapeType_Rect)
|
||||
rect.pos -= rect.size * .5f;
|
||||
|
||||
bbox = Dqn_Rect_Union(bbox, rect);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
bbox.pos += TELY_Game_CalcEntityWorldPos(game, entity->handle);
|
||||
|
||||
if (index)
|
||||
result = Dqn_Rect_Union(result, bbox);
|
||||
else
|
||||
result = bbox;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
static Dqn_Rect TELY_Game_CalcEntityWorldBoundingBox(TELY_Game *game, TELY_GameEntityHandle handle)
|
||||
{
|
||||
Dqn_Rect result = TELY_Game_CalcEntityArrayWorldBoundingBox(game, &handle, 1);
|
||||
return result;
|
||||
}
|
171
feely_pona_game.h
Normal file
171
feely_pona_game.h
Normal file
@ -0,0 +1,171 @@
|
||||
#if defined(__clang__)
|
||||
#pragma once
|
||||
#include "feely_pona_unity.h"
|
||||
#endif
|
||||
|
||||
enum TELY_EntityFlag
|
||||
{
|
||||
TELY_EntityFlag_Clickable = 1 << 0,
|
||||
TELY_EntityFlag_MoveByKeyboard = 1 << 1,
|
||||
TELY_EntityFlag_MoveByMouse = 1 << 2,
|
||||
TELY_EntityFlag_DrawHitBox = 1 << 3,
|
||||
TELY_EntityFlag_DeriveHitBoxFromChildrenBoundingBox = 1 << 4,
|
||||
};
|
||||
|
||||
enum TELY_GameShapeType
|
||||
{
|
||||
TELY_GameShapeType_None,
|
||||
TELY_GameShapeType_Circle,
|
||||
TELY_GameShapeType_Rect,
|
||||
TELY_GameShapeType_Line,
|
||||
};
|
||||
|
||||
struct TELY_GameShape
|
||||
{
|
||||
TELY_GameShapeType type;
|
||||
Dqn_V2 p1;
|
||||
Dqn_V2 p2;
|
||||
Dqn_V4 colour;
|
||||
Dqn_f32 line_thickness;
|
||||
Dqn_f32 circle_radius;
|
||||
TELY_RenderShapeMode render_mode;
|
||||
};
|
||||
|
||||
const uint64_t TELY_GAME_ENTITY_HANDLE_GENERATION_MASK = 0xFFFF'0000'0000'0000;
|
||||
const uint64_t TELY_GAME_ENTITY_HANDLE_GENERATION_RSHIFT = 48;
|
||||
const uint64_t TELY_GAME_ENTITY_HANDLE_GENERATION_MAX = TELY_GAME_ENTITY_HANDLE_GENERATION_MASK >> TELY_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
|
||||
|
||||
const uint64_t TELY_GAME_ENTITY_HANDLE_INDEX_MASK = 0x0000'FFFF'FFFF'FFFF;
|
||||
const uint64_t TELY_GAME_ENTITY_HANDLE_INDEX_MAX = TELY_GAME_ENTITY_HANDLE_INDEX_MASK - 1;
|
||||
struct TELY_GameEntityHandle
|
||||
{
|
||||
uint64_t id;
|
||||
};
|
||||
|
||||
enum TELY_GameEntityState
|
||||
{
|
||||
TELY_GameEntityState_Nil,
|
||||
TELY_GameEntityState_Idle,
|
||||
TELY_GameEntityState_Attack,
|
||||
TELY_GameEntityState_Run,
|
||||
};
|
||||
|
||||
struct TELY_GameEntityAnimation
|
||||
{
|
||||
uint16_t index;
|
||||
uint16_t frame;
|
||||
uint16_t ticks;
|
||||
uint16_t ticks_per_frame;
|
||||
};
|
||||
|
||||
struct TELY_GameWaypoint
|
||||
{
|
||||
Dqn_V2I pos;
|
||||
TELY_GameWaypoint *next;
|
||||
TELY_GameWaypoint *prev;
|
||||
};
|
||||
|
||||
struct TELY_GameEntity
|
||||
{
|
||||
Dqn_String8 name;
|
||||
TELY_GameEntityHandle handle;
|
||||
TELY_AssetSpriteSheet *sprite_sheet;
|
||||
Dqn_Slice<TELY_AssetSpriteAnimation> sprite_anims;
|
||||
Dqn_V2 size_scale;
|
||||
TELY_GameEntityAnimation anim;
|
||||
TELY_GameEntityState state;
|
||||
Dqn_V2 velocity;
|
||||
|
||||
TELY_GameEntityHandle stalk_entity;
|
||||
Dqn_V2I stalk_entity_last_known_tile;
|
||||
TELY_GameWaypoint *waypoints;
|
||||
|
||||
// NOTE: The entity hit box is positioned at the center of the entity.
|
||||
Dqn_V2 local_hit_box_size;
|
||||
Dqn_V2 local_hit_box_offset;
|
||||
|
||||
Dqn_V2 attack_box_size;
|
||||
Dqn_V2 attack_box_offset;
|
||||
|
||||
uint64_t flags;
|
||||
bool facing_left;
|
||||
Dqn_V2 local_pos;
|
||||
Dqn_f64 alive_time_s;
|
||||
Dqn_FArray<TELY_GameShape, 4> shapes;
|
||||
TELY_GameEntity *next;
|
||||
TELY_GameEntity *prev;
|
||||
TELY_GameEntity *first_child;
|
||||
TELY_GameEntity *last_child;
|
||||
TELY_GameEntity *parent;
|
||||
};
|
||||
|
||||
struct TELY_GameEntityIterator
|
||||
{
|
||||
bool init;
|
||||
Dqn_usize iteration_count;
|
||||
|
||||
TELY_GameEntity *entity;
|
||||
TELY_GameEntity *last_visited;
|
||||
|
||||
TELY_GameEntity *entity_parent;
|
||||
TELY_GameEntity *entity_next;
|
||||
TELY_GameEntity *entity_first_child;
|
||||
};
|
||||
|
||||
struct TELY_FreyaGameMath
|
||||
{
|
||||
TELY_GameEntityHandle lec01_group_box;
|
||||
TELY_GameEntityHandle lec01_axis;
|
||||
TELY_GameEntityHandle lec01_point_a;
|
||||
TELY_GameEntityHandle lec01_point_b;
|
||||
|
||||
TELY_GameEntityHandle lec01_task01_group_box;
|
||||
TELY_GameEntityHandle lec01_task01_radial_trigger;
|
||||
Dqn_f32 lec01_task01_radial_trigger_radius;
|
||||
TELY_GameEntityHandle lec01_task01_player;
|
||||
|
||||
TELY_GameEntityHandle lec01_task02_group_box;
|
||||
TELY_GameEntityHandle lec01_task02_ray_begin;
|
||||
TELY_GameEntityHandle lec01_task02_ray_end;
|
||||
TELY_GameEntityHandle lec01_task02_surface;
|
||||
};
|
||||
|
||||
struct TELY_GameCamera
|
||||
{
|
||||
Dqn_V2 world_pos;
|
||||
Dqn_f32 rotate_rads;
|
||||
Dqn_V2 scale;
|
||||
};
|
||||
|
||||
struct TELY_Game
|
||||
{
|
||||
TELY_Platform *platform;
|
||||
TELY_RFui rfui;
|
||||
TELY_UI ui;
|
||||
TELY_ChunkPool chunk_pool;
|
||||
TELY_AssetFontHandle inter_regular_font;
|
||||
TELY_AssetFontHandle inter_italic_font;
|
||||
TELY_AssetFontHandle jetbrains_mono_font;
|
||||
TELY_AssetAudioHandle test_audio;
|
||||
|
||||
Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
|
||||
TELY_AssetSpriteSheet hero_sprite_sheet;
|
||||
|
||||
Dqn_FArray<TELY_GameEntityHandle, 8> parent_entity_stack;
|
||||
Dqn_VArray<TELY_GameEntity> entities;
|
||||
TELY_GameEntity *root_entity;
|
||||
TELY_GameEntity *entity_free_list;
|
||||
|
||||
TELY_GameEntityHandle clicked_entity;
|
||||
TELY_GameEntityHandle hot_entity;
|
||||
TELY_GameEntityHandle active_entity;
|
||||
|
||||
TELY_GameEntityHandle prev_clicked_entity;
|
||||
TELY_GameEntityHandle prev_hot_entity;
|
||||
TELY_GameEntityHandle prev_active_entity;
|
||||
|
||||
TELY_FreyaGameMath freya_game_math;
|
||||
|
||||
TELY_GameCamera camera;
|
||||
|
||||
};
|
@ -1 +0,0 @@
|
||||
#include "feely_pona_unity.h"
|
@ -36,30 +36,34 @@
|
||||
#define DQN_ONLY_FS
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#define DQN_IMPLEMENTATION
|
||||
#include "external/dqn/dqn.h"
|
||||
#include "External/tely/External/dqn/dqn.h"
|
||||
|
||||
// NOTE: TELY ======================================================================================
|
||||
|
||||
DQN_MSVC_WARNING_DISABLE(4505) // warning C4505: unreferenced function with internal linkage has been removed
|
||||
#include "tely_profile.h"
|
||||
#include "tely_platform_input.h"
|
||||
#include "tely_asset.h"
|
||||
#include "tely_colour.h"
|
||||
#include "tely_render.h"
|
||||
#include "tely_tools.h"
|
||||
#include "tely_audio.h"
|
||||
#include "tely_platform.h"
|
||||
#include "tely_ui.h"
|
||||
#include "tely_rfui.h"
|
||||
#include "tely_game.h"
|
||||
#include "External/tely/tely_profile.h"
|
||||
#include "External/tely/tely_platform_input.h"
|
||||
#include "External/tely/tely_asset.h"
|
||||
#include "External/tely/tely_colour.h"
|
||||
#include "External/tely/tely_render.h"
|
||||
#include "External/tely/tely_tools.h"
|
||||
#include "External/tely/tely_audio.h"
|
||||
#include "External/tely/tely_platform.h"
|
||||
#include "External/tely/tely_ui.h"
|
||||
#include "External/tely/tely_rfui.h"
|
||||
|
||||
#include "External/tely/tely_tools.cpp"
|
||||
#include "External/tely/tely_asset.cpp"
|
||||
#include "External/tely/tely_audio.cpp"
|
||||
#include "External/tely/tely_render.cpp"
|
||||
#include "External/tely/tely_platform_input.cpp"
|
||||
#include "External/tely/tely_ui.cpp"
|
||||
#include "External/tely/tely_rfui.cpp"
|
||||
|
||||
// NOTE: feely_pona ================================================================================
|
||||
|
||||
#include "feely_pona_game.h"
|
||||
#include "feely_pona.h"
|
||||
|
||||
#include "tely_tools.cpp"
|
||||
#include "tely_game.cpp"
|
||||
#include "tely_asset.cpp"
|
||||
#include "tely_audio.cpp"
|
||||
#include "tely_render.cpp"
|
||||
#include "tely_platform_input.cpp"
|
||||
#include "tely_ui.cpp"
|
||||
#include "tely_rfui.cpp"
|
||||
#include "feely_pona_game.cpp"
|
||||
#include "feely_pona.cpp"
|
||||
|
Loading…
Reference in New Issue
Block a user