feat: day 31
This commit is contained in:
268
src/handmade.cpp
268
src/handmade.cpp
@@ -2,14 +2,23 @@
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#define PI32 3.141592653589f
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internal int32 roundReal32ToUInt32(real32 realNum) {
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inline int32 roundReal32ToUInt32(real32 realNum) {
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return (uint32)(realNum + 0.5f);
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}
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internal int32 roundReal32ToInt32(real32 realNum) {
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inline int32 roundReal32ToInt32(real32 realNum) {
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return (int32)(realNum + 0.5f);
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}
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#include "math.h"
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inline int32 floorReal32ToInt32(real32 realNum) {
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return (int32)floorf(realNum);
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}
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inline int32 truncateReal32ToInt32(real32 realNum) {
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return (int32)realNum;
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}
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internal void drawRectangle(GameOffscreenBuffer *buffer, real32 realMinX, real32 realMinY, real32 realMaxX, real32 realMaxY, real32 R, real32 G, real32 B) {
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int32 minX = roundReal32ToInt32(realMinX);
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int32 minY = roundReal32ToInt32(realMinY);
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@@ -57,6 +66,76 @@ internal void outputSound(GameSoundOutputBuffer *soundBuffer, GameState *state)
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}
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}
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inline uint32 getTileValueUnchecked(World *world, TileMap *tileMap, int32 testTileX, int32 testTileY) {
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Assert(tileMap);
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Assert(
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(testTileX >= 0) && (testTileX < world->tileCountX) &&
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(testTileY >= 0) && (testTileY < world->tileCountY)
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);
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return tileMap->tiles[testTileY * world->tileCountX + testTileX];
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}
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inline TileMap *getTileMap(World *world, int32 tileMapX, int32 tileMapY) {
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TileMap *tileMap = NULL;
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if ((tileMapX >= 0) && (tileMapX < world->tileMapCountX) &&
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(tileMapY >= 0) && (tileMapY < world->tileMapCountY)
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) {
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tileMap = &world->tileMaps[tileMapY * world->tileMapCountX + tileMapX];
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}
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return tileMap;
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}
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inline CanonicalPosition getCanonicalPosition(World* world, RawPosition pos) {
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CanonicalPosition result = {};
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result.tileMapX = pos.tileMapX;
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result.tileMapY = pos.tileMapY;
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real32 x = pos.x - world->upperLeftX;
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real32 y = pos.y - world->upperLeftY;
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result.tileX = floorReal32ToInt32(x / world->tileWidth);
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result.tileY = floorReal32ToInt32(y / world->tileHeight);
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result.x = pos.x - result.tileX*world->tileWidth;
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result.y = pos.y - result.tileY*world->tileHeight;
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if (result.tileX < 0) {
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result.tileX += world->tileCountX;
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result.tileMapX -= 1;
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}
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if (result.tileY < 0) {
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result.tileY += world->tileCountY;
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result.tileMapY -= 1;
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}
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if (result.tileX >= world->tileCountX) {
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result.tileX -= world->tileCountX;
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result.tileMapX += 1;
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}
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if (result.tileY >= world->tileCountY) {
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result.tileY -= world->tileCountY;
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result.tileMapY += 1;
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}
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return result;
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}
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internal bool32 isWorldPointEmpty(World *world, RawPosition testPos) {
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bool32 isEmpty = false;
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CanonicalPosition canPos = getCanonicalPosition(world, testPos);
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TileMap *tileMap = getTileMap(world, canPos.tileMapX, canPos.tileMapY);
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isEmpty = (getTileValueUnchecked(world, tileMap, canPos.tileX, canPos.tileY) == 0);
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return isEmpty;
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}
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extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
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Assert(sizeof(GameState) <= memory->permanentStorageSize);
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@@ -64,10 +143,97 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
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if (!memory->isInitialised) {
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memory->isInitialised = true;
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state->playerX = 20.0f;
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state->playerY = 20.0f;
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state->playerX = 150.0f;
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state->playerY = 150.0f;
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state->tileMapX = 0;
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state->tileMapY = 0;
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}
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const int TILEMAP_WIDTH = 16;
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const int TILEMAP_HEIGHT = 9;
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const int WORLD_WIDTH = 2;
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const int WORLD_HEIGHT = 2;
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uint32 tiles00[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1},
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};
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uint32 tiles01[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
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{1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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uint32 tiles10[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1},
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};
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uint32 tiles11[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
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{1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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World world = {};
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world.tileCountX = TILEMAP_WIDTH;
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world.tileCountY = TILEMAP_HEIGHT;
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world.tileMapCountX = WORLD_WIDTH;
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world.tileMapCountY = WORLD_HEIGHT;
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world.upperLeftX = 0;
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world.upperLeftY = 0;
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world.tileWidth = 60;
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world.tileHeight = 60;
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TileMap maps[WORLD_HEIGHT][WORLD_WIDTH];
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maps[0][0].tiles = (uint32*)tiles00;
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maps[1][0] = maps[0][0];
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maps[1][0].tiles = (uint32*)tiles01;
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maps[0][1] = maps[0][0];
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maps[0][1].tiles = (uint32*)tiles10;
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maps[1][1] = maps[0][0];
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maps[1][1].tiles = (uint32*)tiles11;
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world.tileMaps = (TileMap*)maps;
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// player
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real32 playerR = 1.0f;
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real32 playerG = 1.0f;
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real32 playerB = 0.5f;
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real32 playerWidth = 50.0f;
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real32 playerHeight = 70.0f;
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for (int controllerIndex = 0; controllerIndex < ArrayCount(input->controllers); controllerIndex++) {
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GameControllerInput *controller = &input->controllers[controllerIndex];
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@@ -75,67 +241,79 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
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real32 dPlayerY = 0.0f;
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if (controller->stickUp.endedDown) {
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dPlayerY = -128.0f;
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dPlayerY = -1.0f;
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}
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if (controller->stickDown.endedDown) {
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dPlayerY = 128.0f;
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dPlayerY = 1.0f;
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}
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if (controller->stickLeft.endedDown) {
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dPlayerX = -128.0f;
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dPlayerX = -1.0f;
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}
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if (controller->stickRight.endedDown) {
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dPlayerX = 128.0f;
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dPlayerX = 1.0f;
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}
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state->playerX += dPlayerX * input->dtForFrame;
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state->playerY += dPlayerY * input->dtForFrame;
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}
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dPlayerX *= 96.0f;
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dPlayerY *= 96.0f;
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const int TILEMAP_WIDTH = 16;
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const int TILEMAP_HEIGHT = 9;
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real32 upperLeftX = 0;
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real32 upperLeftY = 0;
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real32 tileWidth = 60;
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real32 tileHeight = 60;
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real32 newPlayerX = state->playerX + dPlayerX * input->dtForFrame;
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real32 newPlayerY = state->playerY + dPlayerY * input->dtForFrame;
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uint32 tileMap[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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RawPosition playerPos = {
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state->tileMapX,
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state->tileMapY,
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newPlayerX,
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newPlayerY,
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};
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RawPosition playerBottomLeft = playerPos;
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playerBottomLeft.x -= 0.5f * playerWidth;
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RawPosition playerTopLeft = playerPos;
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playerTopLeft.x -= 0.5f * playerWidth;
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playerTopLeft.y -= playerWidth;
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RawPosition playerBottomRight = playerPos;
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playerBottomRight.x += 0.5f * playerWidth;
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RawPosition playerTopRight = playerPos;
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playerTopRight.x += 0.5f * playerWidth;
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playerTopRight.y -= playerWidth;
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if (
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isWorldPointEmpty(&world, playerTopLeft) &&
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isWorldPointEmpty(&world, playerTopRight) &&
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isWorldPointEmpty(&world, playerBottomLeft) &&
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isWorldPointEmpty(&world, playerBottomRight)
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) {
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CanonicalPosition canPos = getCanonicalPosition(&world, playerPos);
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state->tileMapX = canPos.tileMapX;
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state->tileMapY = canPos.tileMapY;
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state->playerX = world.upperLeftX + world.tileWidth*canPos.tileX + canPos.x;
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state->playerY = world.upperLeftY + world.tileHeight*canPos.tileY + canPos.y;
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}
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}
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// clearscreen
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drawRectangle(videoBuf, 0.0f, 0.0f, (real32)videoBuf->width, (real32)videoBuf->height, 1.0f, 0.0f, 1.0f);
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// tilemap
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for (int row = 0; row < TILEMAP_HEIGHT; row++) {
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for (int col = 0; col < TILEMAP_WIDTH; col++) {
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uint32 tileID = tileMap[row][col];
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real32 fill = tileID == 1 ? 1.0f : 0.5f;
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real32 minX = upperLeftX + ((real32)col)*tileWidth;
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real32 minY = upperLeftY + ((real32)row)*tileHeight;
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real32 maxX = minX + tileWidth;
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real32 maxY = minY + tileHeight;
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TileMap *currMap = getTileMap(&world, state->tileMapX, state->tileMapY);
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for (int row = 0; row < world.tileCountY; row++) {
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for (int col = 0; col < world.tileCountX; col++) {
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real32 fill = getTileValueUnchecked(&world, currMap, col, row) == 1 ? 1.0f : 0.5f;
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real32 minX = world.upperLeftX + ((real32)col)*world.tileWidth;
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real32 minY = world.upperLeftY + ((real32)row)*world.tileHeight;
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real32 maxX = minX + world.tileWidth;
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real32 maxY = minY + world.tileHeight;
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drawRectangle(videoBuf, minX, minY, maxX, maxY, fill, fill, fill);
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}
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}
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// player
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real32 playerR = 1.0f;
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real32 playerG = 0.5f;
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real32 playerB = 0.0f;
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real32 playerWidth = 25.0f;
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real32 playerHeight = 40.0f;
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real32 playerLeft = state->playerX - 0.5f * playerWidth;
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real32 playerTop = state->playerY - 0.5f * playerHeight;
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drawRectangle(videoBuf, playerLeft, playerTop, state->playerX + playerWidth, state->playerY + playerHeight, playerR, playerG, playerB);
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real32 playerTop = state->playerY - playerHeight;
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drawRectangle(videoBuf, playerLeft, playerTop, state->playerX + playerWidth*0.5f, state->playerY, playerR, playerG, playerB);
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}
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extern "C" GAME_GET_SOUND_SAMPLES(gameGetSoundSamples) {
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@@ -153,7 +153,52 @@ struct GameMemory {
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DebugPrintfFn *debug_printf;
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};
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struct TileMap {
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uint32 *tiles;
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};
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struct CanonicalPosition {
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// Which tilemap?
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int32 tileMapX;
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int32 tileMapY;
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// Which tile in tilemap?
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int32 tileX;
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int32 tileY;
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// Sub-tile position
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real32 x;
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real32 y;
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};
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struct RawPosition {
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// Which tilemap?
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int32 tileMapX;
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int32 tileMapY;
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// Raw tilemap position
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real32 x;
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real32 y;
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};
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struct World {
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int32 tileMapCountX;
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int32 tileMapCountY;
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real32 upperLeftX;
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real32 upperLeftY;
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real32 tileWidth;
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real32 tileHeight;
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int32 tileCountY;
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int32 tileCountX;
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TileMap *tileMaps;
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};
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struct GameState {
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int32 tileMapX;
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int32 tileMapY;
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real32 playerX;
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real32 playerY;
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};
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@@ -128,9 +128,18 @@ internal Win32WindowDimensions win32GetWindowDimensions(HWND window) {
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internal void win32DrawBufferInWindow(Win32OffscreenBuffer *buffer, HWND window) {
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Win32WindowDimensions winDims = win32GetWindowDimensions(window);
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StretchDIBits(
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GetDC(window),
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0, 0, winDims.width, winDims.height,
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HDC dc = GetDC(window);
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int offsetX = 10;
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int offsetY = 10;
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PatBlt(dc, 0, 0, winDims.width, offsetY, BLACKNESS);
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PatBlt(dc, 0, offsetY + buffer->height, winDims.width, winDims.height, BLACKNESS);
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PatBlt(dc, 0, 0, offsetX, winDims.height, BLACKNESS);
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PatBlt(dc, offsetX + buffer->width, 0, winDims.width, winDims.height, BLACKNESS);
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StretchDIBits(dc,
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offsetX, offsetY, buffer->width, buffer->height,
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0, 0, buffer->width, buffer->height,
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buffer->memory,
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&buffer->info,
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