update
This commit is contained in:
@@ -1,2 +0,0 @@
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call build || exit /b %errorlevel%
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devenv .\build\handmade_win32.exe
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@@ -1,2 +0,0 @@
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call build || exit /b %errorlevel%
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.\build\handmade_win32.exe
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1
misc/cmds/run.bat
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1
misc/cmds/run.bat
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@@ -0,0 +1 @@
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.\build\handmade_win32.exe
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2
misc/hh.bat
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2
misc/hh.bat
Normal file
@@ -0,0 +1,2 @@
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call .\misc\cmds\%1.bat || exit /b %errorlevel%
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.\build\handmade_win32.exe
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136
src/handmade.cpp
136
src/handmade.cpp
@@ -1,23 +1,5 @@
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#include "handmade.h"
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#define PI32 3.141592653589f
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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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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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#include "handmade_intrinsics.h"
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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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@@ -87,51 +69,39 @@ inline TileMap *getTileMap(World *world, int32 tileMapX, int32 tileMapY) {
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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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inline void recanonicaliseOrd(World *world, int32 tileCount, int32 *tileMapOrd, int32 *tileOrd, real32* ord) {
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int32 offset = floorReal32ToInt32(*ord / world->tileSideInPixels);
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*tileOrd += offset;
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*ord -= offset*world->tileSideInPixels;
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result.tileMapX = pos.tileMapX;
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result.tileMapY = pos.tileMapY;
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Assert(*ord >= 0);
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Assert(*ord < world->tileSideInPixels);
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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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if (*tileOrd < 0) {
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*tileOrd += tileCount;
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*tileMapOrd -= 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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if (*tileOrd >= tileCount) {
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*tileOrd -= tileCount;
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*tileMapOrd += 1;
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}
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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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inline CanonicalPosition recanonicalisePosition(World* world, CanonicalPosition pos) {
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CanonicalPosition result = pos;
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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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recanonicaliseOrd(world, world->tileCountX, &result.tileMapX, &result.tileX, &result.x);
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recanonicaliseOrd(world, world->tileCountY, &result.tileMapY, &result.tileY, &result.y);
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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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internal bool32 isWorldPointEmpty(World *world, CanonicalPosition 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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TileMap *tileMap = getTileMap(world, testPos.tileMapX, testPos.tileMapY);
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isEmpty = (getTileValueUnchecked(world, tileMap, testPos.tileX, testPos.tileY) == 0);
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return isEmpty;
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}
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@@ -142,11 +112,12 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
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GameState *state = (GameState*)memory->permanentStorage;
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if (!memory->isInitialised) {
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state->playerPos.x = 150.0f;
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state->playerPos.y = 150.0f;
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state->playerPos.tileMapX = 0;
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state->playerPos.tileMapY = 0;
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memory->isInitialised = true;
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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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@@ -210,8 +181,8 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
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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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world.tileSideInMeters = 1.4f;
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world.tileSideInPixels = 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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@@ -256,29 +227,28 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
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dPlayerX *= 96.0f;
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dPlayerY *= 96.0f;
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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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CanonicalPosition newPlayerPos = state->playerPos;
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newPlayerPos.x += dPlayerX * input->dtForFrame;
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newPlayerPos.y += dPlayerY * input->dtForFrame;
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newPlayerPos = recanonicalisePosition(&world, newPlayerPos);
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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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CanonicalPosition playerBottomLeft = newPlayerPos;
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playerBottomLeft.x -= 0.5f * playerWidth;
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playerBottomLeft = recanonicalisePosition(&world, playerBottomLeft);
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RawPosition playerTopLeft = playerPos;
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CanonicalPosition playerTopLeft = newPlayerPos;
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playerTopLeft.x -= 0.5f * playerWidth;
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playerTopLeft.y -= playerWidth;
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playerTopLeft = recanonicalisePosition(&world, playerTopLeft);
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RawPosition playerBottomRight = playerPos;
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CanonicalPosition playerBottomRight = newPlayerPos;
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playerBottomRight.x += 0.5f * playerWidth;
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playerBottomRight = recanonicalisePosition(&world, playerBottomRight);
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RawPosition playerTopRight = playerPos;
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CanonicalPosition playerTopRight = newPlayerPos;
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playerTopRight.x += 0.5f * playerWidth;
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playerTopRight.y -= playerWidth;
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playerTopRight = recanonicalisePosition(&world, playerTopRight);
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if (
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isWorldPointEmpty(&world, playerTopLeft) &&
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@@ -286,34 +256,30 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
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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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state->playerPos = newPlayerPos;
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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 *currMap = getTileMap(&world, state->tileMapX, state->tileMapY);
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TileMap *currMap = getTileMap(&world, state->playerPos.tileMapX, state->playerPos.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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real32 minX = world.upperLeftX + ((real32)col)*world.tileSideInPixels;
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real32 minY = world.upperLeftY + ((real32)row)*world.tileSideInPixels;
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real32 maxX = minX + world.tileSideInPixels;
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real32 maxY = minY + world.tileSideInPixels;
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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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real32 playerLeft = state->playerX - 0.5f * playerWidth;
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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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real32 playerX = world.upperLeftX + state->playerPos.x + state->playerPos.tileX * world.tileSideInPixels;
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real32 playerY = world.upperLeftY + state->playerPos.y + state->playerPos.tileY * world.tileSideInPixels;
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real32 playerLeft = playerX - 0.5f * playerWidth;
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real32 playerTop = playerY - playerHeight;
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drawRectangle(videoBuf, playerLeft, playerTop, playerX + playerWidth*0.5f, playerY, playerR, playerG, playerB);
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}
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extern "C" GAME_GET_SOUND_SAMPLES(gameGetSoundSamples) {
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@@ -1,7 +1,6 @@
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#include <stdarg.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <math.h>
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#pragma once
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@@ -182,13 +181,14 @@ struct RawPosition {
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};
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struct World {
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real32 tileSideInMeters;
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int32 tileSideInPixels;
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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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@@ -197,10 +197,7 @@ struct World {
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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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CanonicalPosition playerPos;
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};
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// === Game to platform services ===
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33
src/handmade_intrinsics.h
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33
src/handmade_intrinsics.h
Normal file
@@ -0,0 +1,33 @@
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#pragma once
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#include "handmade.h"
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#include "math.h"
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#define PI32 3.141592653589f
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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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inline int32 roundReal32ToInt32(real32 realNum) {
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return (int32)(realNum + 0.5f);
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}
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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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inline real32 sin(real32 angle) {
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return sinf(angle);
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}
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inline real32 cos(real32 angle) {
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return cosf(angle);
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}
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inline real32 atan2(real32 y, real32 x) {
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return atan2f(y, x);
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}
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