#if defined(__clang__) #pragma once #include "feely_pona_unity.h" #endif extern "C" __declspec(dllexport) void TELY_DLL_Reload(void *user_data) { TELY_Platform *platform = DQN_CAST(TELY_Platform *)user_data; Dqn_Library_SetPointer(platform->core.dqn_lib); } extern "C" __declspec(dllexport) void TELY_DLL_Init(void *user_data) { TELY_Platform *platform = DQN_CAST(TELY_Platform *)user_data; TELY_DLL_Reload(user_data); { uint32_t array[] = {1}; Dqn_BinarySearchResult result = {}; // NOTE: Match ============================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 1); // NOTE: Lower bound ======================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 1); // NOTE: Upper bound ======================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 1); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 1); } { uint32_t array[] = {1, 2}; // NOTE: Match ============================================================================= Dqn_BinarySearchResult result = {}; result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 1); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 2); // NOTE: Lower bound ======================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 1); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 2); // NOTE: Upper bound ======================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 1); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 2); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 2); } { uint32_t array[] = {1, 2, 3}; Dqn_BinarySearchResult result = {}; // NOTE: Match ============================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 1); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 2); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 4U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 3); // NOTE: Lower bound ======================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 1); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 2); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 4U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 3); // NOTE: Upper bound ======================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 1); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 2); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 3); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 4U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 3); } { uint32_t array[] = {1, 2, 3, 4}; Dqn_BinarySearchResult result = {}; // NOTE: Match ============================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 1); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 2); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 4U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 3); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 5U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 4); // NOTE: Lower bound ======================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 1); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 2); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 4U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 3); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 5U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 4); // NOTE: Upper bound ======================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 1); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 2); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 3); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 4U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 4); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 5U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 4); } { uint32_t array[] = {1, 1, 2, 2, 3}; Dqn_BinarySearchResult result = {}; // NOTE: Match ============================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 2); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 4); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 4U /*find*/, Dqn_BinarySearchType_Match); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 5); // NOTE: Lower bound ======================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 2); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 4); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 4U /*find*/, Dqn_BinarySearchType_LowerBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 5); // NOTE: Upper bound ======================================================================= result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 0U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 0); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 1U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 2); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 2U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(result.found); DQN_ASSERT(result.index == 4); result = Dqn_BinarySearch(array, DQN_ARRAY_UCOUNT(array), 3U /*find*/, Dqn_BinarySearchType_UpperBound); DQN_ASSERT(!result.found); DQN_ASSERT(result.index == 5); } { Dqn_Arena_TempMemoryScope(&platform->arena); TELY_ChunkPool pool = {}; pool.arena = &platform->arena; void *bytes16 = TELY_ChunkPool_Alloc(&pool, 16); TELY_ChunkPool_Dealloc(&pool, bytes16); DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_16b] == DQN_CAST(void *)(DQN_CAST(char *)bytes16 - sizeof(TELY_ChunkPoolSlot))); DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_16b]->next == nullptr); void *bytes17 = TELY_ChunkPool_Alloc(&pool, 17); TELY_ChunkPool_Dealloc(&pool, bytes17); DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_32b] == DQN_CAST(void *)(DQN_CAST(char *)bytes17 - sizeof(TELY_ChunkPoolSlot))); DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_32b]->next == nullptr); void *bytes1 = TELY_ChunkPool_Alloc(&pool, 1); void *bytes2 = TELY_ChunkPool_Alloc(&pool, 1); TELY_ChunkPool_Dealloc(&pool, bytes1); TELY_ChunkPool_Dealloc(&pool, bytes2); DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_16b] == DQN_CAST(void *)(DQN_CAST(char *)bytes2 - sizeof(TELY_ChunkPoolSlot))); DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_16b]->next == DQN_CAST(void *)(DQN_CAST(char *)bytes1 - sizeof(TELY_ChunkPoolSlot))); void *bytes128k = TELY_ChunkPool_Alloc(&pool, DQN_KILOBYTES(128)); TELY_ChunkPool_Dealloc(&pool, bytes128k); DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_128k] == DQN_CAST(void *)(DQN_CAST(char *)bytes128k - sizeof(TELY_ChunkPoolSlot))); DQN_ASSERT(pool.slots[TELY_ChunkPoolSlotSize_128k]->next == nullptr); } // NOTE: TELY Game ============================================================================= TELY_Assets *assets = &platform->assets; FP_Game *game = Dqn_Arena_New(&platform->arena, FP_Game, Dqn_ZeroMem_Yes); game->chunk_pool = &platform->chunk_pool; platform->user_data = game; { TELY_AssetSpriteSheet *sheet = &game->hero_sprite_sheet; Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr); Dqn_String8 sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/adventurer-v1.5-sheet.png", DQN_STRING_FMT(assets->textures_dir)); sheet->tex_handle = platform->func_load_texture(assets, DQN_STRING8("Hero"), sheet_path); sheet->sprite_count = 109; sheet->sprites_per_row = 7; sheet->sprite_size = Dqn_V2I_InitNx2(50, 37); TELY_AssetSpriteAnimation hero_anims[] = { {DQN_STRING8("Everything"), /*index*/ 0, /*count*/ sheet->sprite_count, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Idle"), /*index*/ 0, /*count*/ 3, /*seconds_per_frame*/ 1 / 4.f}, {DQN_STRING8("Run"), /*index*/ 8, /*count*/ 6, /*seconds_per_frame*/ 1 / 8.f}, {DQN_STRING8("Jump"), /*index*/ 14, /*count*/ 10, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Floor slide"), /*index*/ 24, /*count*/ 5, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Unknown"), /*index*/ 29, /*count*/ 9, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Attack A"), /*index*/ 42, /*count*/ 7, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Attack B"), /*index*/ 49, /*count*/ 4, /*seconds_per_frame*/ 1 / 8.f}, {DQN_STRING8("Attack C"), /*index*/ 53, /*count*/ 6, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Hurt A"), /*index*/ 59, /*count*/ 5, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Hurt B"), /*index*/ 64, /*count*/ 5, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Unsheath sword"), /*index*/ 69, /*count*/ 4, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Sheath sword"), /*index*/ 73, /*count*/ 4, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Air drift"), /*index*/ 77, /*count*/ 2, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Air drop"), /*index*/ 79, /*count*/ 2, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Ladder climb"), /*index*/ 81, /*count*/ 4, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Chi push"), /*index*/ 85, /*count*/ 8, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Leap slice A"), /*index*/ 93, /*count*/ 7, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Leap slice B"), /*index*/ 100, /*count*/ 3, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Leap slice C"), /*index*/ 103, /*count*/ 6, /*seconds_per_frame*/ 1 / 12.f}, }; game->hero_sprite_anims = Dqn_Slice_Alloc(&platform->arena, DQN_ARRAY_UCOUNT(hero_anims), Dqn_ZeroMem_No); DQN_MEMCPY(game->hero_sprite_anims.data, &hero_anims, sizeof(hero_anims[0]) * DQN_ARRAY_UCOUNT(hero_anims)); } game->entities = Dqn_VArray_Init(&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); // NOTE: Unit test DFS pre-order and post-order walk { // NOTE: Setup entity-tree ================================================================= FP_GameEntity *f = FP_Game_MakeEntityPointerF(game, "F"); FP_Game_PushParentEntity(game, f->handle); FP_GameEntity *b = FP_Game_MakeEntityPointerF(game, "B"); FP_GameEntity *g = FP_Game_MakeEntityPointerF(game, "G"); FP_Game_PushParentEntity(game, b->handle); FP_GameEntity *a = FP_Game_MakeEntityPointerF(game, "A"); FP_GameEntity *d = FP_Game_MakeEntityPointerF(game, "D"); FP_Game_PushParentEntity(game, d->handle); FP_GameEntity *c = FP_Game_MakeEntityPointerF(game, "C"); FP_GameEntity *e = FP_Game_MakeEntityPointerF(game, "E"); FP_Game_PopParentEntity(game); FP_Game_PopParentEntity(game); FP_Game_PushParentEntity(game, g->handle); FP_GameEntity *i = FP_Game_MakeEntityPointerF(game, "I"); FP_Game_PushParentEntity(game, i->handle); FP_GameEntity *h = FP_Game_MakeEntityPointerF(game, "H"); FP_Game_PopParentEntity(game); FP_Game_PopParentEntity(game); FP_Game_PopParentEntity(game); // NOTE: Pre order test ==================================================================== 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);) { DQN_ASSERT(pre_order_walk_count < DQN_ARRAY_UCOUNT(pre_order_walk)); pre_order_walk[pre_order_walk_count++] = it.entity; } DQN_ASSERT(pre_order_walk_count == DQN_ARRAY_UCOUNT(pre_order_walk)); DQN_ASSERT(pre_order_walk[0] == f); DQN_ASSERT(pre_order_walk[1] == b); DQN_ASSERT(pre_order_walk[2] == a); DQN_ASSERT(pre_order_walk[3] == d); DQN_ASSERT(pre_order_walk[4] == c); DQN_ASSERT(pre_order_walk[5] == e); DQN_ASSERT(pre_order_walk[6] == g); DQN_ASSERT(pre_order_walk[7] == i); DQN_ASSERT(pre_order_walk[8] == h); // NOTE: Post order test =================================================================== 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);) { DQN_ASSERT(post_order_walk_count < DQN_ARRAY_UCOUNT(post_order_walk)); post_order_walk[post_order_walk_count++] = it.entity; } DQN_ASSERT(post_order_walk_count == DQN_ARRAY_UCOUNT(post_order_walk)); DQN_ASSERT(post_order_walk[0] == a); DQN_ASSERT(post_order_walk[1] == c); DQN_ASSERT(post_order_walk[2] == e); DQN_ASSERT(post_order_walk[3] == d); DQN_ASSERT(post_order_walk[4] == b); DQN_ASSERT(post_order_walk[5] == h); DQN_ASSERT(post_order_walk[6] == i); DQN_ASSERT(post_order_walk[7] == g); 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); } // NOTE: Hero { FP_GameEntity *hero = FP_Game_MakeEntityPointerF(game, "Hero"); hero->local_pos = Dqn_V2_InitNx2(100.f, 100.f); hero->size_scale = Dqn_V2_InitNx1(4); hero->sprite_sheet = &game->hero_sprite_sheet; hero->sprite_anims = game->hero_sprite_anims; hero->local_hit_box_size = Dqn_V2_InitV2I(game->hero_sprite_sheet.sprite_size); hero->flags |= FP_EntityFlag_Clickable; hero->flags |= FP_EntityFlag_MoveByKeyboard; hero->flags |= FP_EntityFlag_MoveByMouse; game->clicked_entity = hero->handle; } // NOTE: Enemy { FP_GameEntity *enemy = FP_Game_MakeEntityPointerF(game, "Enemy"); enemy->local_pos = Dqn_V2_InitNx2(300.f, 300.f); enemy->size_scale = Dqn_V2_InitNx1(4); enemy->sprite_sheet = &game->hero_sprite_sheet; enemy->sprite_anims = game->hero_sprite_anims; enemy->local_hit_box_size = Dqn_V2_InitV2I(game->hero_sprite_sheet.sprite_size); enemy->flags |= FP_EntityFlag_Clickable; enemy->flags |= FP_EntityFlag_MoveByKeyboard; enemy->flags |= FP_EntityFlag_MoveByMouse; } // NOTE: Wall { FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "V. Wall"); entity->local_pos = Dqn_V2_InitNx2(100.f, 300.f); entity->local_hit_box_size = Dqn_V2_InitNx2(100.f, 300.f); entity->flags |= FP_EntityFlag_Clickable; entity->flags |= FP_EntityFlag_MoveByKeyboard; entity->flags |= FP_EntityFlag_MoveByMouse; FP_GameShape *wall = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes); wall->type = FP_GameShapeType_Rect; wall->p2 = entity->local_hit_box_size; wall->colour = TELY_COLOUR_GREEN_DARK_KHAKI_V4; } uint16_t font_size = 18; game->camera.scale = Dqn_V2_InitNx1(1); game->inter_regular_font = platform->func_load_font(assets, DQN_STRING8("Inter (Regular)"), DQN_STRING8("Data/Inter-Regular.otf"), font_size); game->inter_italic_font = platform->func_load_font(assets, DQN_STRING8("Inter (Italic)"), DQN_STRING8("Data/Inter-Italic.otf"), font_size); game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size); game->test_audio = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa")); } struct AStarNode { Dqn_usize cost; Dqn_usize heuristic; Dqn_V2I came_from; }; Dqn_f32 const FP_TILE_SIZE = 37.f; Dqn_Slice AStarPathFind(Dqn_Arena *arena, TELY_Platform *platform, Dqn_V2I src_tile, Dqn_V2I dest_tile) { Dqn_DSMap astar_info = Dqn_DSMap_Init(128); DQN_DEFER { Dqn_DSMap_Deinit(&astar_info); }; Dqn_FArray frontier = {}; Dqn_FArray_Add(&frontier, src_tile); Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / FP_TILE_SIZE); Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / FP_TILE_SIZE); // NOTE: Initialise the starting cost uint64_t src_tile_u64 = (DQN_CAST(uint64_t)src_tile.y << 32) | (DQN_CAST(uint64_t)src_tile.x << 0); Dqn_DSMap_MakeKeyU64(&astar_info, src_tile_u64); while (frontier.size) { Dqn_V2I curr_tile = Dqn_FArray_PopFront(&frontier, 1); if (curr_tile == dest_tile) break; Dqn_FArray neighbours = {}; { Dqn_V2I left = Dqn_V2I_InitNx2(curr_tile.x - 1, curr_tile.y); Dqn_V2I right = Dqn_V2I_InitNx2(curr_tile.x + 1, curr_tile.y); Dqn_V2I top = Dqn_V2I_InitNx2(curr_tile.x, curr_tile.y - 1); Dqn_V2I bottom = Dqn_V2I_InitNx2(curr_tile.x, curr_tile.y + 1); if (left.x >= 0) Dqn_FArray_Add(&neighbours, left); if (right.x <= tile_count_x) Dqn_FArray_Add(&neighbours, right); if (top.y >= 0) Dqn_FArray_Add(&neighbours, top); if (bottom.y <= tile_count_y) Dqn_FArray_Add(&neighbours, bottom); } uint64_t const curr_tile_u64 = (DQN_CAST(uint64_t)curr_tile.y << 32) | (DQN_CAST(uint64_t)curr_tile.x << 0); Dqn_usize const curr_cost = Dqn_DSMap_FindKeyU64(&astar_info, curr_tile_u64).value->cost; for (Dqn_V2I next_tile : neighbours) { Dqn_usize new_cost = curr_cost + 1; uint64_t next_tile_u64 = (DQN_CAST(uint64_t)next_tile.y << 32) | (DQN_CAST(uint64_t)next_tile.x << 0); Dqn_DSMapResult next_cost_result = Dqn_DSMap_MakeKeyU64(&astar_info, next_tile_u64); if (next_cost_result.found && new_cost >= next_cost_result.value->cost) continue; Dqn_usize manhattan_dist = DQN_ABS(dest_tile.x - next_tile.x) + DQN_ABS(dest_tile.y - next_tile.y); next_cost_result.value->cost = new_cost; next_cost_result.value->came_from = curr_tile; next_cost_result.value->heuristic = new_cost + manhattan_dist; struct AStarBinarySearchContext { Dqn_DSMap *astar_info; Dqn_f32 heuristic; }; // TODO(doyle): Find the insert location into the frontier bool inserted = false; DQN_FOR_UINDEX(index, frontier.size) { Dqn_V2I frontier_tile = frontier.data[index]; uint64_t frontier_tile_u64 = DQN_CAST(uint64_t)frontier_tile.y << 32 | DQN_CAST(uint64_t)frontier_tile.x << 0; Dqn_usize frontier_heuristic = Dqn_DSMap_FindKeyU64(&astar_info, frontier_tile_u64).value->heuristic; if (next_cost_result.value->heuristic >= frontier_heuristic) continue; Dqn_FArray_Insert(&frontier, index, next_tile); inserted = true; break; } if (inserted) continue; Dqn_FArray_Add(&frontier, next_tile); } } Dqn_usize slice_size = 0; for (Dqn_V2I it = dest_tile; it != src_tile; slice_size++) { uint64_t key_u64 = (DQN_CAST(uint64_t)it.y << 32) | (DQN_CAST(uint64_t)it.x << 0); it = Dqn_DSMap_FindKeyU64(&astar_info, key_u64).value->came_from; } Dqn_Slice result = Dqn_Slice_Alloc(arena, slice_size, Dqn_ZeroMem_No); slice_size = 0; for (Dqn_V2I it = dest_tile; it != src_tile; ) { result.data[slice_size++] = it; uint64_t key_u64 = (DQN_CAST(uint64_t)it.y << 32) | (DQN_CAST(uint64_t)it.x << 0); it = Dqn_DSMap_FindKeyU64(&astar_info, key_u64).value->came_from; } DQN_ASSERT(result.size == slice_size); return result; } void FP_GameUpdate(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer, TELY_PlatformInput *input) { if (TELY_Platform_InputKeyIsReleased(input->mouse_left)) game->clicked_entity = game->prev_active_entity; Dqn_V2 dir_vector = {}; if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_W)) dir_vector.y = -1.f; if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_A)) dir_vector.x = -1.f; if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_S)) dir_vector.y = +1.f; if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D)) dir_vector.x = +1.f; if (game->clicked_entity.id) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete)) FP_Game_DeleteEntity(game, game->clicked_entity); } else { game->camera.world_pos += dir_vector * 5.f; } for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) { FP_GameEntity *entity = it.entity; entity->alive_time_s += input->delta_s; // NOTE: Move entity by keyboard =========================================================== Dqn_V2 acceleration = {}; if (game->clicked_entity == entity->handle) { if (entity->flags & FP_EntityFlag_MoveByKeyboard) { acceleration = dir_vector * 10000000.f; if (dir_vector.x) entity->facing_left = dir_vector.x < 0.f; } } // NOTE: Stalk entity ====================================================================== #if 0 Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle); if (entity->name == DQN_STRING8("Enemy")) { if (entity->handle != game->clicked_entity && entity->stalk_entity != game->clicked_entity) { entity->stalk_entity = game->clicked_entity; } FP_GameEntity *stalk_entity = FP_Game_GetEntity(game, entity->stalk_entity); if (stalk_entity) { Dqn_V2 stalk_world_pos = FP_Game_CalcEntityWorldPos(game, stalk_entity->handle); Dqn_V2I stalk_tile = Dqn_V2I_InitNx2(stalk_world_pos.x / FP_TILE_SIZE, stalk_world_pos.y / FP_TILE_SIZE); if (entity->stalk_entity_last_known_tile != stalk_tile) { entity->stalk_entity_last_known_tile = stalk_tile; // NOTE: Dealloc all waypoints for (FP_GameWaypoint *waypoint = entity->waypoints->next; waypoint != entity->waypoints; ) { FP_GameWaypoint *next = waypoint->next; TELY_ChunkPool_Dealloc(game->chunk_pool, waypoint); waypoint = next; } entity->waypoints->next = entity->waypoints; entity->waypoints->prev = entity->waypoints; Dqn_V2I entity_tile = Dqn_V2I_InitNx2(entity_world_pos.x / FP_TILE_SIZE, entity_world_pos.y / FP_TILE_SIZE); Dqn_Slice path_find = AStarPathFind(&platform->arena, platform, entity_tile, stalk_tile); for (Dqn_usize index = path_find.size - 1; index < path_find.size; index--) { FP_GameWaypoint *waypoint = TELY_ChunkPool_New(game->chunk_pool, FP_GameWaypoint); waypoint->pos = path_find.data[index]; waypoint->next = entity->waypoints; waypoint->prev = entity->waypoints->prev; waypoint->next->prev = waypoint; waypoint->prev->next = waypoint; } } } } for (FP_GameWaypoint *waypoint = entity->waypoints->next; waypoint != entity->waypoints; waypoint = waypoint->next) { Dqn_V2 circle_pos = Dqn_V2_InitNx2(waypoint->pos.x * FP_TILE_SIZE + FP_TILE_SIZE * .5f, waypoint->pos.y * FP_TILE_SIZE + FP_TILE_SIZE * .5f); TELY_Render_CircleColourV4(renderer, circle_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_MAGENTA_V4); } if (entity->waypoints->next != entity->waypoints) { FP_GameWaypoint *waypoint = entity->waypoints->next; Dqn_V2I target_tile = entity->waypoints->next->pos; Dqn_V2 target_pos = Dqn_V2_InitNx2(target_tile.x * FP_TILE_SIZE + FP_TILE_SIZE *.5f, target_tile.y * FP_TILE_SIZE + FP_TILE_SIZE * .5f); Dqn_V2 entity_to_target_pos = target_pos - entity_world_pos; if (Dqn_V2_LengthSq(entity_to_target_pos) < DQN_SQUARED(entity->local_hit_box_size.x * .5f)) { waypoint->next->prev = waypoint->prev; waypoint->prev->next = waypoint->next; TELY_ChunkPool_Dealloc(game->chunk_pool, waypoint); } else { Dqn_V2 entity_to_target_pos_norm = Dqn_V2_Normalise(entity_to_target_pos); entity->local_pos += entity_to_target_pos_norm * (entity->local_hit_box_size.x * .05f); } } #endif // NOTE: Core equations of motion ========================================================== { // f"(t) = a // f'(t) = at + v // f (t) = 0.5f*a(t^2) + vt + p Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s); Dqn_f32 t_squared = DQN_SQUARED(t); entity->velocity = (acceleration * t) + entity->velocity * 0.82f; Dqn_V2 delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t); Dqn_Rect entity_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle); Dqn_V2 entity_pos = Dqn_Rect_Center(entity_world_hit_box); Dqn_V2 entity_new_pos = entity_pos + delta_pos; bool has_collision = false; for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->root_entity); ) { FP_GameEntity *collider = collider_it.entity; if (collider->handle == entity->handle) continue; // NOTE: Sweep collider with half the radius of the source entity Dqn_Rect collider_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, collider->handle); Dqn_Rect swept_collider_world_hit_box = collider_world_hit_box; swept_collider_world_hit_box.pos -= (entity_world_hit_box.size * .5f); swept_collider_world_hit_box.size += entity_world_hit_box.size; if (!Dqn_Rect_ContainsPoint(swept_collider_world_hit_box, entity_new_pos)) continue; Dqn_f32 collider_left_wall_x = swept_collider_world_hit_box.pos.x; Dqn_f32 collider_right_wall_x = swept_collider_world_hit_box.pos.x + swept_collider_world_hit_box.size.w; Dqn_f32 collider_top_wall_y = swept_collider_world_hit_box.pos.y; Dqn_f32 collider_bottom_wall_y = swept_collider_world_hit_box.pos.y + swept_collider_world_hit_box.size.h; Dqn_V2 o = entity_pos; Dqn_V2 d = delta_pos; // NOTE: Solve collision by determining the 't' value at which // we hit one of the walls of the collider and move the entity // at exactly that point. // O + td = x // td = x - O // t = (x - O) / d Dqn_f32 const SENTINEL_T = 999.f; Dqn_f32 earliest_t = SENTINEL_T; if (d.x != 0.f) { Dqn_f32 left_t = (collider_left_wall_x - o.x) / d.x; Dqn_f32 right_t = (collider_right_wall_x - o.x) / d.x; if (left_t >= 0.f && left_t <= 1.f) earliest_t = DQN_MIN(earliest_t, left_t); if (right_t >= 0.f && right_t <= 1.f) earliest_t = DQN_MIN(earliest_t, right_t); } if (d.y != 0.f) { Dqn_f32 top_t = (collider_top_wall_y - o.y) / d.y; Dqn_f32 bottom_t = (collider_bottom_wall_y - o.y) / d.y; if (top_t >= 0.f && top_t <= 1.f) earliest_t = DQN_MIN(earliest_t, top_t); if (bottom_t >= 0.f && bottom_t <= 1.f) earliest_t = DQN_MIN(earliest_t, bottom_t); } if (earliest_t != SENTINEL_T) { Dqn_V2 pos_just_before_collide = entity_pos + (d * earliest_t); Dqn_V2 new_delta_p = pos_just_before_collide - entity_pos; entity->local_pos += new_delta_p; entity->velocity = {}; has_collision = true; } } if (!has_collision) { entity->local_pos += delta_pos; } } // NOTE: Move entity by mouse ============================================================== if (game->active_entity == entity->handle && entity->flags & FP_EntityFlag_MoveByMouse) { if (entity->flags & FP_EntityFlag_MoveByMouse) { entity->velocity = {}; entity->local_pos += input->mouse_p_delta; } } if (entity->flags & FP_EntityFlag_DeriveHitBoxFromChildrenBoundingBox) { Dqn_Rect children_bbox = {}; // TODO(doyle): Is the hit box supposed to include the containing // entity itself? Not sure children_bbox.pos = FP_Game_CalcEntityWorldPos(game, entity->handle); for (FP_GameEntityIterator child_it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &child_it, entity);) { FP_GameEntity *child = child_it.entity; DQN_ASSERT(child != entity); Dqn_Rect bbox = FP_Game_CalcEntityWorldBoundingBox(game, child->handle); children_bbox = Dqn_Rect_Union(children_bbox, bbox); } Dqn_Rect padded_bbox = Dqn_Rect_Expand(children_bbox, 16.f); entity->local_hit_box_offset = padded_bbox.pos - entity->local_pos + (padded_bbox.size * .5f); entity->local_hit_box_size = padded_bbox.size; } // NOTE: Handle input on entity ============================================================ FP_GameEntityAction *action = &entity->action; { bool we_are_clicked_entity = entity->handle == game->clicked_entity; bool action_has_finished = action->timer_s != FP_GAME_ENTITY_ACTION_INFINITE_TIMER && action->timer_s >= action->end_at_s; if (action->state == FP_GameEntityState_Nil) FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle); if (action->state == FP_GameEntityState_Idle) { if (action->flags & FP_GameEntityActionFlag_StateTransition) { TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Idle")).index; FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, anim); } else if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) { FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackA); } else if (dir_vector.x || dir_vector.y) { FP_Game_EntityActionSetState(action, FP_GameEntityState_Run); } } } if (action->state == FP_GameEntityState_AttackA) { if (action->flags & FP_GameEntityActionFlag_StateTransition) { TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Attack A")).index; FP_Game_EntityActionReset(action, anim->count * anim->seconds_per_frame, anim); } else if (action_has_finished) { FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle); } else if (!FP_Game_EntityActionHasFailed(action) && we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) { Dqn_f32 t01 = action->timer_s / action->end_at_s; if (t01 > 0.5f) FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackB); else action->flags |= FP_GameEntityActionFlag_Failed; } } } if (action->state == FP_GameEntityState_AttackB) { if (action->flags & FP_GameEntityActionFlag_StateTransition) { TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Attack B")).index; FP_Game_EntityActionReset(action, anim->count * anim->seconds_per_frame, anim); } else if (action_has_finished) { FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle); } else if (!FP_Game_EntityActionHasFailed(action) && we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) { Dqn_f32 t01 = action->timer_s / action->end_at_s; if (t01 > 0.5f) FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackC); else action->flags |= FP_GameEntityActionFlag_Failed; } } } if (action->state == FP_GameEntityState_AttackC) { if (action->flags & FP_GameEntityActionFlag_StateTransition) { TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Attack C")).index; FP_Game_EntityActionReset(action, anim->count * anim->seconds_per_frame, anim); } else if (action_has_finished) { FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle); } } if (action->state == FP_GameEntityState_Run) { if (action->flags & FP_GameEntityActionFlag_StateTransition) { TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Run")).index; FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, anim); } else if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) { FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackA); } else if (dir_vector.x == 0.f && dir_vector.y == 0.f) { FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle); } } } // NOTE: Tick entity action ================================================================ action->timer_s += DQN_CAST(Dqn_f32)input->delta_s; } // NOTE: Calculate entity attack box ======================================================= if (action->state == FP_GameEntityState_AttackA || action->state == FP_GameEntityState_AttackB || action->state == FP_GameEntityState_AttackC) { entity->attack_box_size = entity->local_hit_box_size; TELY_AssetSpriteSheet const *sprite_sheet = entity->sprite_sheet; if (sprite_sheet) { entity->attack_box_size = Dqn_V2_InitV2I(sprite_sheet->sprite_size); } // NOTE: Position the attack box if (entity->facing_left) { entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w, entity->local_hit_box_offset.y); } else { entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->local_hit_box_size.w, entity->local_hit_box_offset.y); } } else { entity->attack_box_size = {}; } } // NOTE: Do attacks ============================================================================ for (FP_GameEntityIterator attacker_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &attacker_it, game->root_entity); ) { FP_GameEntity *attacker = attacker_it.entity; // NOTE: Resolve attack boxes if (!Dqn_V2_Area(attacker->attack_box_size)) continue; Dqn_Rect attacker_box = FP_Game_CalcEntityAttackWorldHitBox(game, attacker->handle); Dqn_V2 attacker_world_pos = FP_Game_CalcEntityWorldPos(game, attacker->handle); for (FP_GameEntityIterator defender_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &defender_it, game->root_entity); ) { FP_GameEntity *defender = defender_it.entity; if (defender->handle == attacker->handle) continue; Dqn_Rect defender_box = FP_Game_CalcEntityWorldHitBox(game, defender->handle); if (!Dqn_Rect_Intersects(attacker_box, defender_box)) continue; Dqn_V2 defender_world_pos = Dqn_Rect_Center(defender_box); Dqn_V2 attack_dir_vector = {}; if (attacker_world_pos.x < defender_world_pos.x) attack_dir_vector.x = 1.f; else attack_dir_vector.x = -1.f; Dqn_V2 acceleration = attack_dir_vector * 500000.f; Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s); Dqn_f32 t_squared = DQN_SQUARED(t); Dqn_V2 delta_p = (acceleration * 0.5f * t_squared) + (defender->velocity * t); defender->velocity = (acceleration * t) + defender->velocity * 2.0f; } } } void FP_GameRender(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer) { TELY_PlatformInput *input = &platform->input; Dqn_M2x3 model_view = FP_Game_CameraModelViewM2x3(game->camera, platform); Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(model_view, input->mouse_p); // NOTE: Draw tiles ============================================================================ Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / FP_TILE_SIZE); Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / FP_TILE_SIZE); for (Dqn_usize x = 0; x < tile_count_x; x++) { Dqn_V2 start = Dqn_V2_InitNx2((x + 1) * FP_TILE_SIZE, 0); Dqn_V2 end = Dqn_V2_InitNx2(start.x, platform->core.window_size.h); TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, .25f), 1.f); } for (Dqn_usize y = 0; y < tile_count_y; y++) { Dqn_V2 start = Dqn_V2_InitNx2(0, (y + 1) * FP_TILE_SIZE); Dqn_V2 end = Dqn_V2_InitNx2(platform->core.window_size.w, start.y); TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, .25f), 1.f); } // NOTE: Draw entities ========================================================================= for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) { FP_GameEntity *entity = it.entity; entity->alive_time_s += input->delta_s; // NOTE: Render shapes in entity =========================================================== Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle); for (FP_GameShape const &shape_ : entity->shapes) { FP_GameShape const *shape = &shape_; Dqn_V2 local_to_world_p1 = world_pos + shape->p1; Dqn_V2 local_to_world_p2 = world_pos + shape->p2; switch (shape->type) { case FP_GameShapeType_None: { } break; case FP_GameShapeType_Circle: { TELY_Render_CircleColourV4(renderer, local_to_world_p1, shape->circle_radius, shape->render_mode, shape->colour); } break; case FP_GameShapeType_Rect: { Dqn_Rect rect = Dqn_Rect_InitV2x2(local_to_world_p1, local_to_world_p2 - local_to_world_p1); rect.pos -= rect.size * .5f; TELY_Render_RectColourV4(renderer, rect, shape->render_mode, shape->colour); } break; case FP_GameShapeType_Line: { TELY_Render_LineColourV4(renderer, local_to_world_p1, local_to_world_p2, shape->colour, shape->line_thickness); } break; } } // NOTE: Render entity sprites ============================================================= if (entity->sprite_sheet && entity->action.anim) { TELY_AssetSpriteSheet const *sprite_sheet = entity->sprite_sheet; FP_GameEntityAction const *action = &entity->action; TELY_AssetSpriteAnimation const *sprite_anim = action->anim; uint16_t anim_frame = DQN_CAST(uint16_t)(action->timer_s / sprite_anim->seconds_per_frame) % sprite_anim->count; Dqn_usize sprite_index = sprite_anim->index + anim_frame; Dqn_usize sprite_sheet_row = sprite_index / sprite_sheet->sprites_per_row; Dqn_usize sprite_sheet_column = sprite_index % sprite_sheet->sprites_per_row; Dqn_Rect src_rect = {}; src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite_sheet->sprite_size.w); src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite_sheet->sprite_size.y); src_rect.size.w = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.w; src_rect.size.h = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.h; Dqn_Rect dest_rect = {}; dest_rect.size = src_rect.size * entity->size_scale; dest_rect.pos = world_pos - (dest_rect.size * .5f); if (entity->facing_left) dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally TELY_Render_TextureColourV4(renderer, sprite_sheet->tex_handle, src_rect, dest_rect, TELY_COLOUR_WHITE_V4); } // NOTE: Render attack box ================================================================= { Dqn_Rect attack_box = FP_Game_CalcEntityAttackWorldHitBox(game, entity->handle); TELY_Render_RectColourV4(renderer, attack_box, TELY_RenderShapeMode_Line, TELY_COLOUR_RED_TOMATO_V4); } // NOTE: Render world position ============================================================= TELY_Render_CircleColourV4(renderer, world_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4); // NOTE: Render hot/active entity ========================================================== Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle); if (game->clicked_entity == entity->handle) { TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4); } else if (game->hot_entity == entity->handle || (entity->flags & FP_EntityFlag_DrawHitBox)) { Dqn_V4 hot_colour = game->hot_entity == entity->handle ? TELY_COLOUR_RED_TOMATO_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_YELLOW_SANDY_V4, .5f); TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, hot_colour); } if (game->hot_entity == entity->handle) { if (entity->name.size) { Dqn_V2I player_tile = Dqn_V2I_InitNx2(world_pos.x / FP_TILE_SIZE, world_pos.y / FP_TILE_SIZE); Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle); Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr); Dqn_String8 label = Dqn_String8_InitF(scratch.allocator, "%.*s (%.1f, %.1f) (%I32d, %I32d)", DQN_STRING_FMT(entity->name), entity_world_pos.x, entity_world_pos.y, player_tile.x, player_tile.y); TELY_Render_Text(renderer, world_mouse_p, Dqn_V2_InitNx2(0.f, 1), label); } } } } extern "C" __declspec(dllexport) void TELY_DLL_FrameUpdate(void *user_data) { TELY_Platform *platform = DQN_CAST(TELY_Platform *) user_data; TELY_PlatformInput *input = &platform->input; TELY_Assets *assets = &platform->assets; TELY_Renderer *renderer = &platform->renderer; FP_Game *game = DQN_CAST(FP_Game *) platform->user_data; TELY_Render_ClearColourV3(renderer, TELY_COLOUR_BLACK_MIDNIGHT_V4.rgb); TELY_Render_PushFont(renderer, game->jetbrains_mono_font); { Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr); Dqn_String8Builder builder = {}; builder.allocator = scratch.allocator; Dqn_String8Builder_AppendF(&builder, "TELY"); if (Dqn_String8_IsValid(platform->core.os_name)) Dqn_String8Builder_AppendF(&builder, " | %.*s", DQN_STRING_FMT(platform->core.os_name)); Dqn_String8Builder_AppendF(&builder, " | %dx%d %.1fHz | TSC %.1f GHz", platform->core.display.size.w, platform->core.display.size.h, platform->core.display.refresh_rate, platform->core.tsc_per_second / 1'000'000'000.0); if (platform->core.ram_mb) Dqn_String8Builder_AppendF(&builder, " | RAM %.1fGB", platform->core.ram_mb / 1024.0); Dqn_String8Builder_AppendF(&builder, " | Work %04.1fms/f (%04.1f%%) | %05.1f FPS | Frame %'I64u | Timer %.1fs", input->work_ms, input->work_ms * 100.0 / input->delta_ms, 1000.0 / input->delta_ms, input->frame_counter, input->timer_s); Dqn_String8 info_label = Dqn_String8Builder_Build(&builder, scratch.allocator); TELY_Render_Text(renderer, /*position*/ Dqn_V2_InitNx1(10), /*align*/ Dqn_V2_InitNx1(0), info_label); } // ============================================================================================= game->prev_clicked_entity = game->clicked_entity; game->prev_hot_entity = game->hot_entity; game->prev_active_entity = game->active_entity; game->hot_entity = {}; game->active_entity = {}; Dqn_FArray_Clear(&game->parent_entity_stack); Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle); Dqn_M2x3 model_view = FP_Game_CameraModelViewM2x3(game->camera, platform); TELY_Render_PushTransform(renderer, model_view); Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(model_view, input->mouse_p); // ============================================================================================= TELY_Audio *audio = &platform->audio; if (audio->playback_size == 0) { TELY_Audio_Play(audio, game->test_audio, 1.f /*volume*/); } // ============================================================================================= if (TELY_Platform_InputKeyWasDown(input->mouse_left) && TELY_Platform_InputKeyIsDown(input->mouse_left)) { if (game->prev_active_entity.id) game->active_entity = game->prev_active_entity; } else { for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity); ) { FP_GameEntity *entity = it.entity; if (entity->local_hit_box_size.x <= 0 || entity->local_hit_box_size.y <= 0) continue; if ((entity->flags & FP_EntityFlag_Clickable) == 0) continue; Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle); if (!Dqn_Rect_ContainsPoint(world_hit_box, world_mouse_p)) continue; game->hot_entity = entity->handle; if (TELY_Platform_InputKeyIsPressed(input->mouse_left)) { game->active_entity = entity->handle; game->clicked_entity = entity->handle; } } } FP_GameUpdate(platform, game, renderer, input); FP_GameRender(game, platform, renderer); TELY_Audio_MixPlaybackSamples(audio, assets); }