Wrap all entities and shapes

This commit is contained in:
Camden Dixie O'Brien
2025-10-14 19:03:02 +01:00
parent ce6328e135
commit c4d0266673
3 changed files with 32 additions and 50 deletions

44
game.c
View File

@@ -28,14 +28,14 @@
#define ASTEROID_R_JITTER 0.02
#define ASTEROID_MIN_DIST 0.8
#define REPLACE_MIN 2
#define REPLACE_MAX 4
#define REPLACE_MIN 3
#define REPLACE_MAX 5
#define REPLACE_RANGE (REPLACE_MAX - REPLACE_MIN)
#define REPLACE_R_COEFF 0.5
#define REPLACE_R_JITTER 0.02
#define REPLACE_A_JITTER 0.4
#define REPLACE_V_JITTER 0.001
#define REPLACE_RADIAL_V_COEFF 0.005
#define REPLACE_RADIAL_V_COEFF 0.006
#define REPLACE_OMG_JITTER 0.01
#define LIN_PWR 0.0001
@@ -43,7 +43,7 @@
#define SHOT_VEL 0.04
#define SHOT_COLLIDE_R 0.005
#define SHOT_MASS 0.005
#define SHOT_MASS 0.01
#define MAX_SHAPES 256U
#define MAX_ENTITIES 128U
@@ -67,7 +67,6 @@ typedef struct {
unsigned shape_count;
float radius;
collision_tag_t tag;
bool wrap;
bool dead;
} entity_t;
@@ -76,7 +75,7 @@ typedef struct {
int entity;
unsigned vert_count;
vec2_t verts[MAX_VERTS];
uint8_t flags;
bool connect;
} shape_t;
typedef struct {
@@ -162,13 +161,12 @@ static entity_t *gen_asteroid(float r_mean, unsigned *id_out)
{
unsigned id;
entity_t *e = add_entity(&id);
e->wrap = true;
e->radius = r_mean;
e->tag = COLLISION_ASTEROID;
shape_t *s = add_shape(id, nullptr);
s->visible = true;
s->flags = WRAP | CONNECT;
s->connect = true;
const unsigned n
= ASTEROID_MIN_VERTS + rng_uint32() % ASTEROID_VERT_RANGE;
@@ -407,19 +405,18 @@ void game_init(float _aspect)
entity_count = shape_count = 0;
entity_t *ship = add_entity(&ship_entity_id);
ship->wrap = true;
ship->radius = SHIP_COLLIDE_R;
ship->tag = COLLISION_SHIP;
shape_t *ship_shape = add_shape(ship_entity_id, &ship_shape_id);
ship_shape->visible = true;
ship_shape->flags = WRAP | CONNECT;
ship_shape->connect = true;
ship_shape->vert_count = NELEMS(ship_verts);
memcpy(ship_shape->verts, ship_verts, sizeof(ship_verts));
shape_t *fire = add_shape(ship_entity_id, &fire_shape_id);
fire->visible = true;
fire->flags = WRAP | CONNECT;
fire->connect = true;
fire->vert_count = NELEMS(fire_verts);
memcpy(fire->verts, fire_verts, sizeof(fire_verts));
@@ -440,21 +437,14 @@ void game_update()
e->dir = mat2_mul_mat2(mat2_rotation(e->omg), e->dir);
e->pos = vec2_add(e->pos, e->vel);
if (e->wrap) {
if (e->pos.y > 1)
e->pos.y -= 2;
else if (e->pos.y <= -1)
e->pos.y += 2;
if (e->pos.x >= aspect)
e->pos.x -= 2 * aspect;
else if (e->pos.x < -aspect)
e->pos.x += 2 * aspect;
} else if (
e->pos.y > 1 || e->pos.y <= -1 || e->pos.x >= aspect
|| e->pos.x < -aspect) {
remove_entity(i--);
continue;
}
if (e->pos.y > 1)
e->pos.y -= 2;
else if (e->pos.y <= -1)
e->pos.y += 2;
if (e->pos.x >= aspect)
e->pos.x -= 2 * aspect;
else if (e->pos.x < -aspect)
e->pos.x += 2 * aspect;
transforms[i]
= mat3_mul_mat3(mat3_translation(e->pos), mat2_extend(e->dir));
@@ -476,6 +466,6 @@ void game_draw()
const mat3_t transform = transforms[shapes[i].entity];
renderer_draw(
shapes[i].verts, shapes[i].vert_count, transform,
shapes[i].flags);
shapes[i].connect);
}
}