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entry_loy.c
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const int tile_width = 8;
int world_pos_to_tile_pos(float world_pos)
{
return roundf(world_pos / (float)tile_width);
}
float tile_pos_to_world_pos(int tile_pos)
{
return ((float)tile_pos * (float)tile_width);
}
Vector2 round_v2_to_tile(Vector2 world_pos)
{
world_pos.x = tile_pos_to_world_pos(world_pos_to_tile_pos(world_pos.x));
world_pos.y = tile_pos_to_world_pos(world_pos_to_tile_pos(world_pos.y));
return world_pos;
}
bool almost_equals(float a, float b, float epsilon)
{
return fabs(a - b) <= epsilon;
}
bool animate_f32_to_target(float *value, float target, float delta_t, float rate)
{
*value += (target - *value) * (1.0 - pow(2.0f, -rate * delta_t));
if (almost_equals(*value, target, 0.001f))
{
*value = target;
return true;
}
return false;
}
void animate_v2_to_target(Vector2 *value, Vector2 target, float delta_t, float rate)
{
animate_f32_to_target(&(value->x), target.x, delta_t, rate);
animate_f32_to_target(&(value->y), target.y, delta_t, rate);
}
typedef struct Sprite
{
Gfx_Image *image;
Vector2 size;
} Sprite;
typedef enum SpriteID
{
SPRITE_nil,
SPRITE_player,
SPRITE_tree0,
SPRITE_tree1,
SPRITE_rock0,
SPRITE_MAX,
} SpriteID;
// perhaps convert to X macro?
Sprite sprites[SPRITE_MAX];
Sprite *get_sprite(SpriteID id)
{
if (id >= 0 && id < SPRITE_MAX)
{
return &sprites[id];
}
return &sprites[0];
}
typedef enum EntityArchetype
{
arch_nil = 0,
arch_rock = 1,
arch_tree = 2,
arch_player = 3,
} EntityArchetype;
typedef struct Entity
{
bool is_valid;
EntityArchetype arch;
Vector2 pos;
bool render_sprite;
SpriteID sprite_id;
} Entity;
#define MAX_ENTITY_COUNT 1024
typedef struct World
{
Entity entities[MAX_ENTITY_COUNT];
} World;
World *world = 0;
Entity *entity_create()
{
Entity *entity_found = 0;
for (int i = 0; i < MAX_ENTITY_COUNT; i++)
{
Entity *existing_entity = &world->entities[i];
if (!existing_entity->is_valid)
{
entity_found = existing_entity;
break;
}
}
assert(entity_found, "No more free entities!");
entity_found->is_valid = true;
return entity_found;
}
void entity_destroy(Entity *entity)
{
memset(entity, 0, sizeof(Entity));
}
void setup_player(Entity *en)
{
en->arch = arch_player;
en->sprite_id = SPRITE_player;
}
void setup_rock(Entity *en)
{
en->arch = arch_rock;
en->sprite_id = SPRITE_rock0;
}
void setup_tree(Entity *en)
{
en->arch = arch_tree;
en->sprite_id = SPRITE_tree0;
// en->sprite_id = SPRITE_tree1;
}
Vector2 screen_to_world()
{
float mouse_x = input_frame.mouse_x;
float mouse_y = input_frame.mouse_y;
Matrix4 proj = draw_frame.projection;
Matrix4 view = draw_frame.view;
float window_w = window.width;
float window_h = window.height;
// Normalize the mouse coordinates
float ndc_x = (mouse_x / (window_w * 0.5f)) - 1.0f;
float ndc_y = (mouse_y / (window_h * 0.5f)) - 1.0f;
// Transform to world coordinates
Vector4 world_pos = v4(ndc_x, ndc_y, 0, 1);
world_pos = m4_transform(m4_inverse(proj), world_pos);
world_pos = m4_transform(view, world_pos);
log("%f - %f", world_pos.x, world_pos.y);
return (Vector2){world_pos.x, world_pos.y};
}
int entry(int argc, char **argv)
{
window.title = STR("Randy's Game");
window.width = 1280;
window.height = 720;
window.x = 200;
window.y = 200;
window.clear_color = hex_to_rgba(0x2a2d3aff);
world = alloc(get_heap_allocator(), sizeof(World));
memset(world, 0, sizeof(World));
sprites[SPRITE_player] = (Sprite){.image = load_image_from_disk(STR("sprites/player.png"), get_heap_allocator()), .size = v2(6.0, 8.0)};
sprites[SPRITE_tree0] = (Sprite){.image = load_image_from_disk(STR("sprites/tree0.png"), get_heap_allocator()), .size = v2(7.0, 12.0)};
sprites[SPRITE_tree1] = (Sprite){.image = load_image_from_disk(STR("sprites/tree1.png"), get_heap_allocator()), .size = v2(7.0, 12.0)};
sprites[SPRITE_rock0] = (Sprite){.image = load_image_from_disk(STR("sprites/rock0.png"), get_heap_allocator()), .size = v2(7.0, 4.0)};
Entity *player_en = entity_create();
setup_player(player_en);
for (int i = 0; i < 10; i++)
{
Entity *en = entity_create();
setup_rock(en);
en->pos = v2(get_random_float32_in_range(-100, 100), get_random_float32_in_range(-100, 100));
en->pos = round_v2_to_tile(en->pos);
en->pos.y -= tile_width * 0.5;
}
for (int i = 0; i < 10; i++)
{
Entity *en = entity_create();
setup_tree(en);
en->pos = v2(get_random_float32_in_range(-100, 100), get_random_float32_in_range(-100, 100));
en->pos = round_v2_to_tile(en->pos);
en->pos.y -= tile_width * 0.5;
}
float64 seconds_counter = 0.0;
s32 frame_count = 0;
float zoom = 5.3;
Vector2 camera_pos = v2(0, 0);
float64 last_time = os_get_current_time_in_seconds();
while (!window.should_close)
{
reset_temporary_storage();
draw_frame.projection = m4_make_orthographic_projection(window.width * -0.5, window.width * 0.5, window.height * -0.5, window.height * 0.5, -1, 10);
float64 now = os_get_current_time_in_seconds();
float64 delta_t = now - last_time;
last_time = now;
os_update();
// Camera
{
Vector2 target_pos = player_en->pos;
animate_v2_to_target(&camera_pos, target_pos, delta_t, 15.0f);
draw_frame.view = m4_make_scale(v3(1.0, 1.0, 1.0));
draw_frame.view = m4_mul(draw_frame.view, m4_make_translation(v3(camera_pos.x, camera_pos.y, 0)));
draw_frame.view = m4_mul(draw_frame.view, m4_make_scale(v3(1.0 / zoom, 1.0 / zoom, 1.0)));
}
Vector2 mouse_pos = screen_to_world();
int mouse_tile_x = world_pos_to_tile_pos(mouse_pos.x);
int mouse_tile_y = world_pos_to_tile_pos(mouse_pos.y);
// mouse pos in world space
{
for (int i = 0; i < MAX_ENTITY_COUNT; i++)
{
Entity *en = &world->entities[i];
if (en->is_valid)
{
Sprite *sprite = get_sprite(en->sprite_id);
Range2f bounds = range2f_make_bottom_center(sprite->size);
bounds = range2f_shift(bounds, en->pos);
Vector4 col = COLOR_WHITE;
col.a = 0.4;
if (range2f_contains(bounds, mouse_pos))
{
col.a = 1.0;
}
draw_rect(bounds.min, range2f_size(bounds), col);
}
}
}
// tile rendering
{
int player_tile_x = world_pos_to_tile_pos(player_en->pos.x);
int player_tile_y = world_pos_to_tile_pos(player_en->pos.y);
int tile_radius_x = 40;
int tile_radius_y = 30;
for (int x = player_tile_x - tile_radius_x; x < player_tile_x + tile_radius_x; x++)
{
for (int y = player_tile_y - tile_radius_y; y < player_tile_y + tile_radius_y; y++)
{
if ((x + (y % 2 == 0)) % 2 == 0)
{
Vector4 col = v4(0.1, 0.1, 0.1, 0.1);
float x_pos = x * tile_width;
float y_pos = y * tile_width;
draw_rect(v2(x_pos + (float)tile_width * -0.5, y_pos + (float)tile_width * -0.5), v2(tile_width, tile_width), col);
}
}
}
draw_rect(v2(tile_pos_to_world_pos(mouse_tile_x) + tile_width * -0.5, tile_pos_to_world_pos(mouse_tile_y) + tile_width * -0.5), v2(tile_width, tile_width), v4(0.5, 0.5, 0.5, 0.5));
}
for (int i = 0; i < MAX_ENTITY_COUNT; i++)
{
Entity *en = &world->entities[i];
if (en->is_valid)
{
switch (en->arch)
{
default:
{
Sprite *sprite = get_sprite(en->sprite_id);
Matrix4 xform = m4_scalar(1.0);
xform = m4_translate(xform, v3(en->pos.x, en->pos.y, 0));
xform = m4_translate(xform, v3(sprite->size.x * -0.5, 0.0, 0));
draw_image_xform(sprite->image, xform, sprite->size, COLOR_WHITE);
break;
}
}
}
}
if (is_key_just_pressed(KEY_ESCAPE))
{
window.should_close = true;
}
Vector2 input_axis = v2(0, 0);
if (is_key_down('A'))
{
input_axis.x -= 1.0;
}
if (is_key_down('D'))
{
input_axis.x += 1.0;
}
if (is_key_down('S'))
{
input_axis.y -= 1.0;
}
if (is_key_down('W'))
{
input_axis.y += 1.0;
}
input_axis = v2_normalize(input_axis);
player_en->pos = v2_add(player_en->pos, v2_mulf(input_axis, 100.0 * delta_t));
gfx_update();
seconds_counter += delta_t;
frame_count += 1;
if (seconds_counter > 1.0)
{
log("fps: %i", frame_count);
seconds_counter = 0.0;
frame_count = 0;
}
}
return 0;
}