Restructure game to use engine
This commit is contained in:
parent
b14d2f292a
commit
2dd55b5533
@ -1,10 +1,9 @@
|
|||||||
add_executable(game
|
add_executable(game main.c)
|
||||||
main.c
|
|
||||||
)
|
|
||||||
set_default_target_options(game)
|
set_default_target_options(game)
|
||||||
target_include_directories(game PUBLIC include)
|
target_include_directories(game PUBLIC include)
|
||||||
|
|
||||||
target_link_libraries(game PRIVATE
|
target_link_libraries(game PRIVATE
|
||||||
|
engine
|
||||||
m
|
m
|
||||||
LibXml2::LibXml2
|
LibXml2::LibXml2
|
||||||
SDL2::SDL2
|
SDL2::SDL2
|
||||||
|
464
app/main.c
464
app/main.c
@ -3,7 +3,8 @@
|
|||||||
* SPDX-License-Identifier: AGPL-3.0-only
|
* SPDX-License-Identifier: AGPL-3.0-only
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include <SDL2/SDL.h>
|
#include "engine_hooks.h"
|
||||||
|
|
||||||
#include <SDL2/SDL_image.h>
|
#include <SDL2/SDL_image.h>
|
||||||
#include <assert.h>
|
#include <assert.h>
|
||||||
#include <ctype.h>
|
#include <ctype.h>
|
||||||
@ -82,10 +83,9 @@ typedef struct {
|
|||||||
int svar, animlen;
|
int svar, animlen;
|
||||||
double speed;
|
double speed;
|
||||||
dvec_t pos, dir;
|
dvec_t pos, dir;
|
||||||
ivec_t animstep, svarstep;
|
ivec_t animstep, svarstep, ext;
|
||||||
dbox_t fbox;
|
dbox_t fbox;
|
||||||
SDL_Texture *tex;
|
SDL_Texture *tex;
|
||||||
SDL_Rect src;
|
|
||||||
} entity_t;
|
} entity_t;
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
@ -104,30 +104,32 @@ typedef struct {
|
|||||||
obj_t *buf;
|
obj_t *buf;
|
||||||
} objcol_t;
|
} objcol_t;
|
||||||
|
|
||||||
static const char *assetdir;
|
typedef unsigned map_t[MAPNLAYERS][MAPWIDTH][MAPHEIGHT];
|
||||||
static SDL_Window *window;
|
|
||||||
static SDL_Renderer *renderer;
|
typedef struct {
|
||||||
static unsigned map[MAPNLAYERS][MAPWIDTH][MAPHEIGHT];
|
const char *assetdir;
|
||||||
static SDL_Texture *tstex, *pidle, *pwalk;
|
map_t map;
|
||||||
static input_state_t input;
|
SDL_Texture *tstex, *pidle, *pwalk;
|
||||||
static dvec_t vpos = { -128, -96 };
|
input_state_t input;
|
||||||
|
dvec_t vpos;
|
||||||
|
objtype_t objtypes[MAXOBJTYPES];
|
||||||
|
objcol_t objcol;
|
||||||
|
entity_t p;
|
||||||
|
} gamestate_t;
|
||||||
|
|
||||||
|
const engineconf_t game_conf = {
|
||||||
|
.win = {
|
||||||
|
.title = "2D Game",
|
||||||
|
.w = SCALE * VIEWWIDTH,
|
||||||
|
.h = SCALE * VIEWHEIGHT,
|
||||||
|
},
|
||||||
|
.memsize = sizeof(gamestate_t),
|
||||||
|
};
|
||||||
|
|
||||||
static const unsigned impassable[] = {
|
static const unsigned impassable[] = {
|
||||||
284, 485, 486, 525, 527, 566, 567, 731,
|
284, 485, 486, 525, 527, 566, 567, 731,
|
||||||
768, 770, 771, 804, 805, 806, 808, 845,
|
768, 770, 771, 804, 805, 806, 808, 845,
|
||||||
};
|
};
|
||||||
static objtype_t objtypes[MAXOBJTYPES];
|
|
||||||
static objcol_t objcol;
|
|
||||||
static entity_t p = {
|
|
||||||
.svar = SPRITE_DIR_DOWN,
|
|
||||||
.animlen = PANIMLEN,
|
|
||||||
.animstep = { .x = PWIDTH },
|
|
||||||
.svarstep = { .y = PHEIGHT },
|
|
||||||
.fbox = {
|
|
||||||
.off = { .x = PFBOFFX, .y = PFBOFFY },
|
|
||||||
.ext = { .x = PFBWIDTH, .y = PFBHEIGHT },
|
|
||||||
},
|
|
||||||
.src = { .w = PWIDTH, .h = PHEIGHT },
|
|
||||||
};
|
|
||||||
|
|
||||||
static inline double mag(dvec_t v)
|
static inline double mag(dvec_t v)
|
||||||
{
|
{
|
||||||
@ -139,7 +141,8 @@ static inline double dot(dvec_t v, dvec_t u)
|
|||||||
return v.x * u.x + v.y * u.y;
|
return v.x * u.x + v.y * u.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline unsigned tileat(int layeridx, double x, double y)
|
static inline unsigned
|
||||||
|
tileat(const map_t map, int layeridx, double x, double y)
|
||||||
{
|
{
|
||||||
const unsigned row = (unsigned)floor(x / TILESIZE) + MAPSHIFTX;
|
const unsigned row = (unsigned)floor(x / TILESIZE) + MAPSHIFTX;
|
||||||
const unsigned col = (unsigned)floor(y / TILESIZE) + MAPSHIFTY;
|
const unsigned col = (unsigned)floor(y / TILESIZE) + MAPSHIFTY;
|
||||||
@ -149,10 +152,10 @@ static inline unsigned tileat(int layeridx, double x, double y)
|
|||||||
return map[layeridx][row][col];
|
return map[layeridx][row][col];
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline bool tilepassable(int x, int y)
|
static inline bool tilepassable(const map_t map, int x, int y)
|
||||||
{
|
{
|
||||||
for (unsigned l = 0; l < MAPNLAYERS; ++l) {
|
for (unsigned l = 0; l < MAPNLAYERS; ++l) {
|
||||||
const unsigned id = tileat(l, x, y);
|
const unsigned id = tileat(map, l, x, y);
|
||||||
for (unsigned i = 0; i < NELEMS(impassable); ++i) {
|
for (unsigned i = 0; i < NELEMS(impassable); ++i) {
|
||||||
if (impassable[i] == id)
|
if (impassable[i] == id)
|
||||||
return false;
|
return false;
|
||||||
@ -161,7 +164,7 @@ static inline bool tilepassable(int x, int y)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void maploadlayer(xmlNodePtr layernode, int layeridx)
|
static void maploadlayer(map_t map, xmlNodePtr layernode, int layeridx)
|
||||||
{
|
{
|
||||||
xmlNodePtr node = layernode->xmlChildrenNode;
|
xmlNodePtr node = layernode->xmlChildrenNode;
|
||||||
while (NULL != node
|
while (NULL != node
|
||||||
@ -220,11 +223,12 @@ static void maploadlayer(xmlNodePtr layernode, int layeridx)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static unsigned objtypeload(const char *templ)
|
static unsigned
|
||||||
|
objtypeload(gamestate_t *state, const char *templ, SDL_Renderer *renderer)
|
||||||
{
|
{
|
||||||
static char buf[MAX_PATH_LEN];
|
static char buf[MAX_PATH_LEN];
|
||||||
assert(strlen(assetdir) + strlen(templ) + 1 < MAX_PATH_LEN);
|
assert(strlen(state->assetdir) + strlen(templ) + 1 < MAX_PATH_LEN);
|
||||||
strcpy(buf, assetdir);
|
strcpy(buf, state->assetdir);
|
||||||
strcat(buf, "/");
|
strcat(buf, "/");
|
||||||
strcat(buf, templ);
|
strcat(buf, templ);
|
||||||
|
|
||||||
@ -244,12 +248,12 @@ static unsigned objtypeload(const char *templ)
|
|||||||
assert(id < MAXOBJTYPES);
|
assert(id < MAXOBJTYPES);
|
||||||
|
|
||||||
// Populate objtype struct if not already loaded
|
// Populate objtype struct if not already loaded
|
||||||
if (NULL == objtypes[id].tex) {
|
if (NULL == state->objtypes[id].tex) {
|
||||||
objtypes[id].src.x = 0;
|
state->objtypes[id].src.x = 0;
|
||||||
objtypes[id].src.y = 0;
|
state->objtypes[id].src.y = 0;
|
||||||
objtypes[id].src.w
|
state->objtypes[id].src.w
|
||||||
= atoi((const char *)xmlGetProp(node, (const xmlChar *)"width"));
|
= atoi((const char *)xmlGetProp(node, (const xmlChar *)"width"));
|
||||||
objtypes[id].src.h = atoi(
|
state->objtypes[id].src.h = atoi(
|
||||||
(const char *)xmlGetProp(node, (const xmlChar *)"height"));
|
(const char *)xmlGetProp(node, (const xmlChar *)"height"));
|
||||||
|
|
||||||
node = node->xmlChildrenNode;
|
node = node->xmlChildrenNode;
|
||||||
@ -265,13 +269,13 @@ static unsigned objtypeload(const char *templ)
|
|||||||
const char *val
|
const char *val
|
||||||
= (const char *)xmlGetProp(node, (const xmlChar *)"value");
|
= (const char *)xmlGetProp(node, (const xmlChar *)"value");
|
||||||
if (strcmp(key, "animframes") == 0) {
|
if (strcmp(key, "animframes") == 0) {
|
||||||
objtypes[id].animframes = atoi(val);
|
state->objtypes[id].animframes = atoi(val);
|
||||||
} else if (strcmp(key, "assetpath") == 0) {
|
} else if (strcmp(key, "assetpath") == 0) {
|
||||||
assert(strlen(assetdir) + strlen(val) < MAX_PATH_LEN);
|
assert(strlen(state->assetdir) + strlen(val) < MAX_PATH_LEN);
|
||||||
strcpy(buf, assetdir);
|
strcpy(buf, state->assetdir);
|
||||||
strcat(buf, val);
|
strcat(buf, val);
|
||||||
objtypes[id].tex = IMG_LoadTexture(renderer, buf);
|
state->objtypes[id].tex = IMG_LoadTexture(renderer, buf);
|
||||||
assert(NULL != objtypes[id].tex);
|
assert(NULL != state->objtypes[id].tex);
|
||||||
} else {
|
} else {
|
||||||
assert(false);
|
assert(false);
|
||||||
}
|
}
|
||||||
@ -281,12 +285,13 @@ static unsigned objtypeload(const char *templ)
|
|||||||
return id;
|
return id;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void maploadobjects(xmlNodePtr node)
|
static void
|
||||||
|
maploadobjects(gamestate_t *state, xmlNodePtr node, SDL_Renderer *renderer)
|
||||||
{
|
{
|
||||||
objcol.n = 0;
|
state->objcol.n = 0;
|
||||||
objcol.cap = INITOBJCOLCAP;
|
state->objcol.cap = INITOBJCOLCAP;
|
||||||
objcol.buf = malloc(sizeof(obj_t) * objcol.cap);
|
state->objcol.buf = malloc(sizeof(obj_t) * state->objcol.cap);
|
||||||
assert(objcol.buf);
|
assert(state->objcol.buf);
|
||||||
|
|
||||||
node = node->xmlChildrenNode;
|
node = node->xmlChildrenNode;
|
||||||
assert(NULL != node);
|
assert(NULL != node);
|
||||||
@ -295,17 +300,18 @@ static void maploadobjects(xmlNodePtr node)
|
|||||||
continue;
|
continue;
|
||||||
|
|
||||||
// Get slot for object, growing buffer if needed.
|
// Get slot for object, growing buffer if needed.
|
||||||
if (objcol.n == objcol.cap) {
|
if (state->objcol.n == state->objcol.cap) {
|
||||||
objcol.cap *= 2;
|
state->objcol.cap *= 2;
|
||||||
objcol.buf = realloc(objcol.buf, sizeof(obj_t) * objcol.cap);
|
state->objcol.buf = realloc(
|
||||||
assert(objcol.buf);
|
state->objcol.buf, sizeof(obj_t) * state->objcol.cap);
|
||||||
|
assert(state->objcol.buf);
|
||||||
}
|
}
|
||||||
obj_t *o = &objcol.buf[objcol.n++];
|
obj_t *o = &state->objcol.buf[state->objcol.n++];
|
||||||
|
|
||||||
// Load object type
|
// Load object type
|
||||||
const xmlChar *templ = xmlGetProp(node, (const xmlChar *)"template");
|
const xmlChar *templ = xmlGetProp(node, (const xmlChar *)"template");
|
||||||
assert(NULL != templ);
|
assert(NULL != templ);
|
||||||
o->type = objtypeload((const char *)templ);
|
o->type = objtypeload(state, (const char *)templ, renderer);
|
||||||
|
|
||||||
// Load object location and set size from objtype
|
// Load object location and set size from objtype
|
||||||
o->pos.x
|
o->pos.x
|
||||||
@ -315,7 +321,8 @@ static void maploadobjects(xmlNodePtr node)
|
|||||||
} while ((node = node->next) != NULL);
|
} while ((node = node->next) != NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void mapload(const char *path)
|
static void
|
||||||
|
mapload(gamestate_t *state, const char *path, SDL_Renderer *renderer)
|
||||||
{
|
{
|
||||||
xmlDocPtr doc;
|
xmlDocPtr doc;
|
||||||
xmlNodePtr node;
|
xmlNodePtr node;
|
||||||
@ -328,20 +335,22 @@ static void mapload(const char *path)
|
|||||||
assert(NULL != node);
|
assert(NULL != node);
|
||||||
do {
|
do {
|
||||||
if (xmlStrcmp(node->name, (const xmlChar *)"layer") == 0)
|
if (xmlStrcmp(node->name, (const xmlChar *)"layer") == 0)
|
||||||
maploadlayer(node, layer++);
|
maploadlayer(state->map, node, layer++);
|
||||||
else if (xmlStrcmp(node->name, (const xmlChar *)"objectgroup") == 0)
|
else if (xmlStrcmp(node->name, (const xmlChar *)"objectgroup") == 0)
|
||||||
maploadobjects(node);
|
maploadobjects(state, node, renderer);
|
||||||
} while ((node = node->next) != NULL);
|
} while ((node = node->next) != NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void mapdraw(void)
|
static void mapdraw(const gamestate_t *state, SDL_Renderer *renderer)
|
||||||
{
|
{
|
||||||
const int startx = TILESIZE * floor(vpos.x / TILESIZE);
|
const int startx = TILESIZE * floor(state->vpos.x / TILESIZE);
|
||||||
const int starty = TILESIZE * floor(vpos.y / TILESIZE);
|
const int starty = TILESIZE * floor(state->vpos.y / TILESIZE);
|
||||||
|
const int endx = state->vpos.x + VIEWWIDTH;
|
||||||
|
const int endy = state->vpos.y + VIEWHEIGHT;
|
||||||
for (int l = 0; l < MAPNLAYERS; ++l) {
|
for (int l = 0; l < MAPNLAYERS; ++l) {
|
||||||
for (int y = starty; y < vpos.y + VIEWHEIGHT; y += TILESIZE) {
|
for (int y = starty; y < endy; y += TILESIZE) {
|
||||||
for (int x = startx; x < vpos.x + VIEWWIDTH; x += TILESIZE) {
|
for (int x = startx; x < endx; x += TILESIZE) {
|
||||||
const unsigned tileid = tileat(l, x, y);
|
const unsigned tileid = tileat(state->map, l, x, y);
|
||||||
if (0 == tileid)
|
if (0 == tileid)
|
||||||
continue;
|
continue;
|
||||||
const SDL_Rect src = {
|
const SDL_Rect src = {
|
||||||
@ -351,18 +360,18 @@ static void mapdraw(void)
|
|||||||
.h = TILESIZE,
|
.h = TILESIZE,
|
||||||
};
|
};
|
||||||
const SDL_Rect dest = {
|
const SDL_Rect dest = {
|
||||||
.x = (int)rint(SCALE * (x - vpos.x)),
|
.x = (int)rint(SCALE * (x - state->vpos.x)),
|
||||||
.y = (int)rint(SCALE * (y - vpos.y)),
|
.y = (int)rint(SCALE * (y - state->vpos.y)),
|
||||||
.w = SCALE * TILESIZE,
|
.w = SCALE * TILESIZE,
|
||||||
.h = SCALE * TILESIZE,
|
.h = SCALE * TILESIZE,
|
||||||
};
|
};
|
||||||
SDL_RenderCopy(renderer, tstex, &src, &dest);
|
SDL_RenderCopy(renderer, state->tstex, &src, &dest);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static void entityupdate(entity_t *e, double dt)
|
static void entityupdate(gamestate_t *state, entity_t *e, double dt)
|
||||||
{
|
{
|
||||||
if (0 == e->speed) {
|
if (0 == e->speed) {
|
||||||
// Round position to nearest integer to align with pixel grid.
|
// Round position to nearest integer to align with pixel grid.
|
||||||
@ -394,42 +403,53 @@ static void entityupdate(entity_t *e, double dt)
|
|||||||
const dvec_t pfb
|
const dvec_t pfb
|
||||||
= { .x = nextx + e->fbox.off.x, .y = nexty + e->fbox.off.y };
|
= { .x = nextx + e->fbox.off.x, .y = nexty + e->fbox.off.y };
|
||||||
bool valid = true;
|
bool valid = true;
|
||||||
valid &= tilepassable(pfb.x, pfb.y);
|
valid &= tilepassable(state->map, pfb.x, pfb.y);
|
||||||
valid &= tilepassable(pfb.x + e->fbox.ext.x, pfb.y);
|
valid &= tilepassable(state->map, pfb.x + e->fbox.ext.x, pfb.y);
|
||||||
valid &= tilepassable(pfb.x, pfb.y + e->fbox.ext.y);
|
valid &= tilepassable(state->map, pfb.x, pfb.y + e->fbox.ext.y);
|
||||||
valid &= tilepassable(pfb.x + e->fbox.ext.x, pfb.y + e->fbox.ext.y);
|
valid &= tilepassable(
|
||||||
|
state->map, pfb.x + e->fbox.ext.x, pfb.y + e->fbox.ext.y);
|
||||||
if (valid) {
|
if (valid) {
|
||||||
e->pos.x = nextx;
|
e->pos.x = nextx;
|
||||||
e->pos.y = nexty;
|
e->pos.y = nexty;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static void entitydraw(entity_t *e, uint64_t t)
|
static void entitydraw(
|
||||||
|
const gamestate_t *state, SDL_Renderer *renderer, const entity_t *e,
|
||||||
|
uint64_t t)
|
||||||
{
|
{
|
||||||
const unsigned frame = (t / BASEANIMPERIOD) % e->animlen;
|
const unsigned frame = (t / BASEANIMPERIOD) % e->animlen;
|
||||||
e->src.x = e->animstep.x * frame + e->svarstep.x * e->svar;
|
const SDL_Rect src = {
|
||||||
e->src.y = e->animstep.y * frame + e->svarstep.y * e->svar;
|
.x = e->animstep.x * frame + e->svarstep.x * e->svar,
|
||||||
SDL_Rect dest = {
|
.y = e->animstep.y * frame + e->svarstep.y * e->svar,
|
||||||
.x = (int)rint(SCALE * (e->pos.x - e->src.w / 2 - vpos.x)),
|
.w = e->ext.x,
|
||||||
.y = (int)rint(SCALE * (e->pos.y - e->src.h / 2 - vpos.y)),
|
.h = e->ext.y,
|
||||||
.w = SCALE * e->src.w,
|
|
||||||
.h = SCALE * e->src.h,
|
|
||||||
};
|
};
|
||||||
SDL_RenderCopy(renderer, e->tex, &e->src, &dest);
|
const SDL_Rect dest = {
|
||||||
|
.x = (int)rint(SCALE * (e->pos.x - e->ext.x / 2 - state->vpos.x)),
|
||||||
|
.y = (int)rint(SCALE * (e->pos.y - e->ext.y / 2 - state->vpos.y)),
|
||||||
|
.w = SCALE * e->ext.x,
|
||||||
|
.h = SCALE * e->ext.y,
|
||||||
|
};
|
||||||
|
SDL_RenderCopy(renderer, e->tex, &src, &dest);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void objsdraw(uint64_t t)
|
static void
|
||||||
|
objsdraw(const gamestate_t *state, SDL_Renderer *renderer, uint64_t t)
|
||||||
{
|
{
|
||||||
for (unsigned i = 0; i < objcol.n; ++i) {
|
for (unsigned i = 0; i < state->objcol.n; ++i) {
|
||||||
const obj_t *obj = &objcol.buf[i];
|
const obj_t *obj = &state->objcol.buf[i];
|
||||||
assert(obj->type < MAXOBJTYPES);
|
assert(obj->type < MAXOBJTYPES);
|
||||||
const objtype_t *type = &objtypes[obj->type];
|
const objtype_t *type = &state->objtypes[obj->type];
|
||||||
assert(NULL != type->tex);
|
assert(NULL != type->tex);
|
||||||
SDL_Rect src = type->src;
|
SDL_Rect src = type->src;
|
||||||
src.x += type->src.w * ((t / BASEANIMPERIOD) % type->animframes);
|
src.x += type->src.w * ((t / BASEANIMPERIOD) % type->animframes);
|
||||||
|
const int x = rint(SCALE * (obj->pos.x - state->vpos.x));
|
||||||
|
const int y
|
||||||
|
= rint(SCALE * (obj->pos.y - state->vpos.y - type->src.h));
|
||||||
SDL_Rect dest = {
|
SDL_Rect dest = {
|
||||||
.x = (int)rint(SCALE * (obj->pos.x - vpos.x)),
|
.x = x,
|
||||||
.y = (int)rint(SCALE * (obj->pos.y - vpos.y - type->src.h)),
|
.y = y,
|
||||||
.w = SCALE * type->src.w,
|
.w = SCALE * type->src.w,
|
||||||
.h = SCALE * type->src.h,
|
.h = SCALE * type->src.h,
|
||||||
};
|
};
|
||||||
@ -437,164 +457,176 @@ static void objsdraw(uint64_t t)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int main(int argc, char *argv[])
|
void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer)
|
||||||
{
|
{
|
||||||
char path[MAX_PATH_LEN];
|
char path[MAX_PATH_LEN];
|
||||||
|
gamestate_t *state = (gamestate_t *)mem;
|
||||||
|
|
||||||
if (2 != argc) {
|
assert(2 == argc);
|
||||||
fprintf(stderr, "Usage: %s ASSETS-DIR\n", argv[0]);
|
state->assetdir = argv[1];
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
assetdir = argv[1];
|
|
||||||
|
|
||||||
// Set up SDL window
|
|
||||||
int err = SDL_Init(SDL_INIT_VIDEO);
|
|
||||||
assert(0 == err);
|
|
||||||
window = SDL_CreateWindow(
|
|
||||||
"2D Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
|
|
||||||
SCALE * VIEWWIDTH, SCALE * VIEWHEIGHT, 0);
|
|
||||||
assert(NULL != window);
|
|
||||||
renderer = SDL_CreateRenderer(window, -1, 0);
|
|
||||||
assert(NULL != renderer);
|
|
||||||
|
|
||||||
// Load map
|
// Load map
|
||||||
assert(strlen(assetdir) + strlen(MAP_ASSET) < MAX_PATH_LEN);
|
assert(strlen(state->assetdir) + strlen(MAP_ASSET) < MAX_PATH_LEN);
|
||||||
strcpy(path, assetdir);
|
strcpy(path, state->assetdir);
|
||||||
strcat(path, MAP_ASSET);
|
strcat(path, MAP_ASSET);
|
||||||
mapload(path);
|
mapload(state, path, renderer);
|
||||||
|
|
||||||
// Load tileset
|
// Load tileset
|
||||||
assert(strlen(assetdir) + strlen(TSASSET) < MAX_PATH_LEN);
|
assert(strlen(state->assetdir) + strlen(TSASSET) < MAX_PATH_LEN);
|
||||||
strcpy(path, assetdir);
|
strcpy(path, state->assetdir);
|
||||||
strcat(path, TSASSET);
|
strcat(path, TSASSET);
|
||||||
tstex = IMG_LoadTexture(renderer, path);
|
state->tstex = IMG_LoadTexture(renderer, path);
|
||||||
assert(NULL != tstex);
|
assert(NULL != state->tstex);
|
||||||
|
|
||||||
// Load player spritesheets and initialize texture
|
// Load player spritesheets and initialize texture
|
||||||
assert(strlen(assetdir) + strlen(PIDLE_ASSET) < MAX_PATH_LEN);
|
assert(strlen(state->assetdir) + strlen(PIDLE_ASSET) < MAX_PATH_LEN);
|
||||||
strcpy(path, assetdir);
|
strcpy(path, state->assetdir);
|
||||||
strcat(path, PIDLE_ASSET);
|
strcat(path, PIDLE_ASSET);
|
||||||
pidle = IMG_LoadTexture(renderer, path);
|
state->pidle = IMG_LoadTexture(renderer, path);
|
||||||
assert(NULL != pidle);
|
assert(NULL != state->pidle);
|
||||||
assert(strlen(assetdir) + strlen(PWALK_ASSET) < MAX_PATH_LEN);
|
assert(strlen(state->assetdir) + strlen(PWALK_ASSET) < MAX_PATH_LEN);
|
||||||
strcpy(path, assetdir);
|
strcpy(path, state->assetdir);
|
||||||
strcat(path, PWALK_ASSET);
|
strcat(path, PWALK_ASSET);
|
||||||
pwalk = IMG_LoadTexture(renderer, path);
|
state->pwalk = IMG_LoadTexture(renderer, path);
|
||||||
assert(NULL != pwalk);
|
assert(NULL != state->pwalk);
|
||||||
p.tex = pidle;
|
|
||||||
|
|
||||||
bool f = true;
|
// Set view position
|
||||||
SDL_SetRenderDrawColor(renderer, 0xff, 0x00, 0x00, 0xff);
|
state->vpos.x = -128;
|
||||||
SDL_Event event;
|
state->vpos.y = -96;
|
||||||
uint64_t prevt = SDL_GetTicks64();
|
|
||||||
while (1) {
|
|
||||||
// Calculate dt
|
|
||||||
const uint64_t t = SDL_GetTicks64();
|
|
||||||
const uint64_t dt_ms = t - prevt;
|
|
||||||
const double dt = dt_ms / 1000.0;
|
|
||||||
prevt = t;
|
|
||||||
|
|
||||||
// Handle events
|
// Initialize player state
|
||||||
SDL_PollEvent(&event);
|
state->p.svar = SPRITE_DIR_DOWN;
|
||||||
switch (event.type) {
|
state->p.animlen = PANIMLEN;
|
||||||
case SDL_QUIT:
|
state->p.animstep.x = PWIDTH;
|
||||||
goto quit;
|
state->p.svarstep.y = PHEIGHT;
|
||||||
|
state->p.fbox.off.x = PFBOFFX;
|
||||||
|
state->p.fbox.off.y = PFBOFFY;
|
||||||
|
state->p.fbox.ext.x = PFBWIDTH;
|
||||||
|
state->p.fbox.ext.y = PFBHEIGHT;
|
||||||
|
state->p.ext.x = PWIDTH;
|
||||||
|
state->p.ext.y = PHEIGHT;
|
||||||
|
state->p.tex = state->pidle;
|
||||||
|
}
|
||||||
|
|
||||||
case SDL_KEYDOWN:
|
void game_teardown(void *mem)
|
||||||
switch (event.key.keysym.sym) {
|
{
|
||||||
case SDLK_LEFT:
|
gamestate_t *state = (gamestate_t *)mem;
|
||||||
input.left = true;
|
|
||||||
break;
|
SDL_DestroyTexture(state->tstex);
|
||||||
case SDLK_RIGHT:
|
SDL_DestroyTexture(state->pidle);
|
||||||
input.right = true;
|
SDL_DestroyTexture(state->pwalk);
|
||||||
break;
|
for (int i = 0; i < MAXOBJTYPES; ++i) {
|
||||||
case SDLK_UP:
|
if (NULL != state->objtypes[i].tex)
|
||||||
input.up = true;
|
SDL_DestroyTexture(state->objtypes[i].tex);
|
||||||
break;
|
else
|
||||||
case SDLK_DOWN:
|
|
||||||
input.down = true;
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
case SDL_KEYUP:
|
gamestatus_t game_evthandle(void *mem, const SDL_Event *evt)
|
||||||
switch (event.key.keysym.sym) {
|
{
|
||||||
case SDLK_LEFT:
|
gamestate_t *state = (gamestate_t *)mem;
|
||||||
input.left = false;
|
|
||||||
break;
|
switch (evt->type) {
|
||||||
case SDLK_RIGHT:
|
case SDL_QUIT:
|
||||||
input.right = false;
|
return GAMESTATUS_QUIT;
|
||||||
break;
|
|
||||||
case SDLK_UP:
|
case SDL_KEYDOWN:
|
||||||
input.up = false;
|
switch (evt->key.keysym.sym) {
|
||||||
break;
|
case SDLK_LEFT:
|
||||||
case SDLK_DOWN:
|
state->input.left = true;
|
||||||
input.down = false;
|
break;
|
||||||
break;
|
case SDLK_RIGHT:
|
||||||
default:
|
state->input.right = true;
|
||||||
break;
|
break;
|
||||||
}
|
case SDLK_UP:
|
||||||
|
state->input.up = true;
|
||||||
|
break;
|
||||||
|
case SDLK_DOWN:
|
||||||
|
state->input.down = true;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
// Calculate player velocity and update player
|
case SDL_KEYUP:
|
||||||
p.dir.x = (input.left ? -1 : 0) + (input.right ? 1 : 0);
|
switch (evt->key.keysym.sym) {
|
||||||
p.dir.y = (input.up ? -1 : 0) + (input.down ? 1 : 0);
|
case SDLK_LEFT:
|
||||||
const double dmag = mag(p.dir);
|
state->input.left = false;
|
||||||
if (dmag != 0) {
|
break;
|
||||||
p.dir.x /= dmag;
|
case SDLK_RIGHT:
|
||||||
p.dir.y /= dmag;
|
state->input.right = false;
|
||||||
p.tex = pwalk;
|
break;
|
||||||
p.speed = WALKSPEED;
|
case SDLK_UP:
|
||||||
} else {
|
state->input.up = false;
|
||||||
p.tex = pidle;
|
break;
|
||||||
p.speed = 0;
|
case SDLK_DOWN:
|
||||||
|
state->input.down = false;
|
||||||
// Round view position to nearest integer to align with
|
break;
|
||||||
// pixel grid.
|
default:
|
||||||
vpos.x = rint(vpos.x);
|
break;
|
||||||
vpos.y = rint(vpos.y);
|
|
||||||
}
|
}
|
||||||
entityupdate(&p, dt);
|
break;
|
||||||
|
|
||||||
// Update view
|
default:
|
||||||
const dvec_t pvdisp = {
|
break;
|
||||||
.x = p.pos.x - (vpos.x + VIEWWIDTH / 2),
|
|
||||||
.y = p.pos.y - (vpos.y + VIEWHEIGHT / 2),
|
|
||||||
};
|
|
||||||
if (mag(pvdisp) > 72 && dot(pvdisp, p.dir) > 0) {
|
|
||||||
const double nextx = vpos.x + dt * p.speed * p.dir.x;
|
|
||||||
const double nexty = vpos.y + dt * p.speed * p.dir.y;
|
|
||||||
const bool validx = nextx >= MAPMINX && nextx < MAPMAXX;
|
|
||||||
const bool validy = nexty >= MAPMINY && nexty < MAPMAXY;
|
|
||||||
if (validx && validy) {
|
|
||||||
vpos.x = nextx;
|
|
||||||
vpos.y = nexty;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
f = !f;
|
|
||||||
|
|
||||||
SDL_RenderClear(renderer);
|
|
||||||
mapdraw();
|
|
||||||
objsdraw(t);
|
|
||||||
entitydraw(&p, t);
|
|
||||||
if (f) {
|
|
||||||
const SDL_Rect i = { .x = 10, .y = 10, .w = 20, .h = 20 };
|
|
||||||
SDL_RenderFillRect(renderer, &i);
|
|
||||||
}
|
|
||||||
SDL_RenderPresent(renderer);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
quit:
|
return GAMESTATUS_OK;
|
||||||
SDL_DestroyRenderer(renderer);
|
}
|
||||||
SDL_DestroyWindow(window);
|
|
||||||
SDL_Quit();
|
gamestatus_t game_update(void *mem, unsigned dt)
|
||||||
|
{
|
||||||
return 0;
|
gamestate_t *state = (gamestate_t *)mem;
|
||||||
|
|
||||||
|
// Calculate player velocity and update player
|
||||||
|
state->p.dir.x
|
||||||
|
= (state->input.left ? -1 : 0) + (state->input.right ? 1 : 0);
|
||||||
|
state->p.dir.y
|
||||||
|
= (state->input.up ? -1 : 0) + (state->input.down ? 1 : 0);
|
||||||
|
const double dmag = mag(state->p.dir);
|
||||||
|
if (dmag != 0) {
|
||||||
|
state->p.dir.x /= dmag;
|
||||||
|
state->p.dir.y /= dmag;
|
||||||
|
state->p.tex = state->pwalk;
|
||||||
|
state->p.speed = WALKSPEED / 1000.0;
|
||||||
|
} else {
|
||||||
|
state->p.tex = state->pidle;
|
||||||
|
state->p.speed = 0;
|
||||||
|
|
||||||
|
// Round view position to nearest integer to align with
|
||||||
|
// pixel grid.
|
||||||
|
state->vpos.x = rint(state->vpos.x);
|
||||||
|
state->vpos.y = rint(state->vpos.y);
|
||||||
|
}
|
||||||
|
entityupdate(state, &state->p, dt);
|
||||||
|
|
||||||
|
// Update view
|
||||||
|
const dvec_t pvdisp = {
|
||||||
|
.x = state->p.pos.x - (state->vpos.x + VIEWWIDTH / 2),
|
||||||
|
.y = state->p.pos.y - (state->vpos.y + VIEWHEIGHT / 2),
|
||||||
|
};
|
||||||
|
if (mag(pvdisp) > 72 && dot(pvdisp, state->p.dir) > 0) {
|
||||||
|
const double nextx
|
||||||
|
= state->vpos.x + dt * state->p.speed * state->p.dir.x;
|
||||||
|
const double nexty
|
||||||
|
= state->vpos.y + dt * state->p.speed * state->p.dir.y;
|
||||||
|
const bool validx = nextx >= MAPMINX && nextx < MAPMAXX;
|
||||||
|
const bool validy = nexty >= MAPMINY && nexty < MAPMAXY;
|
||||||
|
if (validx && validy) {
|
||||||
|
state->vpos.x = nextx;
|
||||||
|
state->vpos.y = nexty;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return GAMESTATUS_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
void game_render(const void *mem, SDL_Renderer *renderer, long unsigned t)
|
||||||
|
{
|
||||||
|
const gamestate_t *state = (const gamestate_t *)mem;
|
||||||
|
mapdraw(state, renderer);
|
||||||
|
objsdraw(state, renderer, t);
|
||||||
|
entitydraw(state, renderer, &state->p, t);
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user