Restructure game to use engine
This commit is contained in:
parent
b14d2f292a
commit
2dd55b5533
@ -1,10 +1,9 @@
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add_executable(game
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main.c
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)
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add_executable(game main.c)
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set_default_target_options(game)
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target_include_directories(game PUBLIC include)
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target_link_libraries(game PRIVATE
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engine
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m
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LibXml2::LibXml2
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SDL2::SDL2
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382
app/main.c
382
app/main.c
@ -3,7 +3,8 @@
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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#include <SDL2/SDL.h>
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#include "engine_hooks.h"
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#include <SDL2/SDL_image.h>
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#include <assert.h>
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#include <ctype.h>
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@ -82,10 +83,9 @@ typedef struct {
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int svar, animlen;
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double speed;
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dvec_t pos, dir;
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ivec_t animstep, svarstep;
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ivec_t animstep, svarstep, ext;
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dbox_t fbox;
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SDL_Texture *tex;
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SDL_Rect src;
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} entity_t;
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typedef struct {
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@ -104,30 +104,32 @@ typedef struct {
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obj_t *buf;
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} objcol_t;
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static const char *assetdir;
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static SDL_Window *window;
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static SDL_Renderer *renderer;
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static unsigned map[MAPNLAYERS][MAPWIDTH][MAPHEIGHT];
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static SDL_Texture *tstex, *pidle, *pwalk;
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static input_state_t input;
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static dvec_t vpos = { -128, -96 };
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typedef unsigned map_t[MAPNLAYERS][MAPWIDTH][MAPHEIGHT];
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typedef struct {
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const char *assetdir;
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map_t map;
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SDL_Texture *tstex, *pidle, *pwalk;
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input_state_t input;
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dvec_t vpos;
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objtype_t objtypes[MAXOBJTYPES];
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objcol_t objcol;
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entity_t p;
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} gamestate_t;
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const engineconf_t game_conf = {
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.win = {
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.title = "2D Game",
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.w = SCALE * VIEWWIDTH,
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.h = SCALE * VIEWHEIGHT,
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},
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.memsize = sizeof(gamestate_t),
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};
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static const unsigned impassable[] = {
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284, 485, 486, 525, 527, 566, 567, 731,
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768, 770, 771, 804, 805, 806, 808, 845,
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};
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static objtype_t objtypes[MAXOBJTYPES];
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static objcol_t objcol;
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static entity_t p = {
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.svar = SPRITE_DIR_DOWN,
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.animlen = PANIMLEN,
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.animstep = { .x = PWIDTH },
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.svarstep = { .y = PHEIGHT },
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.fbox = {
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.off = { .x = PFBOFFX, .y = PFBOFFY },
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.ext = { .x = PFBWIDTH, .y = PFBHEIGHT },
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},
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.src = { .w = PWIDTH, .h = PHEIGHT },
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};
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static inline double mag(dvec_t v)
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{
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@ -139,7 +141,8 @@ static inline double dot(dvec_t v, dvec_t u)
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return v.x * u.x + v.y * u.y;
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}
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static inline unsigned tileat(int layeridx, double x, double y)
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static inline unsigned
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tileat(const map_t map, int layeridx, double x, double y)
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{
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const unsigned row = (unsigned)floor(x / TILESIZE) + MAPSHIFTX;
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const unsigned col = (unsigned)floor(y / TILESIZE) + MAPSHIFTY;
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@ -149,10 +152,10 @@ static inline unsigned tileat(int layeridx, double x, double y)
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return map[layeridx][row][col];
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}
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static inline bool tilepassable(int x, int y)
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static inline bool tilepassable(const map_t map, int x, int y)
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{
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for (unsigned l = 0; l < MAPNLAYERS; ++l) {
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const unsigned id = tileat(l, x, y);
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const unsigned id = tileat(map, l, x, y);
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for (unsigned i = 0; i < NELEMS(impassable); ++i) {
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if (impassable[i] == id)
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return false;
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@ -161,7 +164,7 @@ static inline bool tilepassable(int x, int y)
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return true;
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}
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static void maploadlayer(xmlNodePtr layernode, int layeridx)
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static void maploadlayer(map_t map, xmlNodePtr layernode, int layeridx)
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{
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xmlNodePtr node = layernode->xmlChildrenNode;
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while (NULL != node
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@ -220,11 +223,12 @@ static void maploadlayer(xmlNodePtr layernode, int layeridx)
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}
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}
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static unsigned objtypeload(const char *templ)
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static unsigned
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objtypeload(gamestate_t *state, const char *templ, SDL_Renderer *renderer)
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{
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static char buf[MAX_PATH_LEN];
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assert(strlen(assetdir) + strlen(templ) + 1 < MAX_PATH_LEN);
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strcpy(buf, assetdir);
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assert(strlen(state->assetdir) + strlen(templ) + 1 < MAX_PATH_LEN);
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strcpy(buf, state->assetdir);
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strcat(buf, "/");
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strcat(buf, templ);
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@ -244,12 +248,12 @@ static unsigned objtypeload(const char *templ)
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assert(id < MAXOBJTYPES);
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// Populate objtype struct if not already loaded
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if (NULL == objtypes[id].tex) {
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objtypes[id].src.x = 0;
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objtypes[id].src.y = 0;
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objtypes[id].src.w
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if (NULL == state->objtypes[id].tex) {
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state->objtypes[id].src.x = 0;
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state->objtypes[id].src.y = 0;
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state->objtypes[id].src.w
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= atoi((const char *)xmlGetProp(node, (const xmlChar *)"width"));
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objtypes[id].src.h = atoi(
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state->objtypes[id].src.h = atoi(
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(const char *)xmlGetProp(node, (const xmlChar *)"height"));
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node = node->xmlChildrenNode;
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@ -265,13 +269,13 @@ static unsigned objtypeload(const char *templ)
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const char *val
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= (const char *)xmlGetProp(node, (const xmlChar *)"value");
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if (strcmp(key, "animframes") == 0) {
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objtypes[id].animframes = atoi(val);
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state->objtypes[id].animframes = atoi(val);
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} else if (strcmp(key, "assetpath") == 0) {
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assert(strlen(assetdir) + strlen(val) < MAX_PATH_LEN);
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strcpy(buf, assetdir);
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assert(strlen(state->assetdir) + strlen(val) < MAX_PATH_LEN);
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strcpy(buf, state->assetdir);
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strcat(buf, val);
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objtypes[id].tex = IMG_LoadTexture(renderer, buf);
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assert(NULL != objtypes[id].tex);
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state->objtypes[id].tex = IMG_LoadTexture(renderer, buf);
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assert(NULL != state->objtypes[id].tex);
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} else {
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assert(false);
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}
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@ -281,12 +285,13 @@ static unsigned objtypeload(const char *templ)
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return id;
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}
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static void maploadobjects(xmlNodePtr node)
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static void
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maploadobjects(gamestate_t *state, xmlNodePtr node, SDL_Renderer *renderer)
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{
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objcol.n = 0;
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objcol.cap = INITOBJCOLCAP;
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objcol.buf = malloc(sizeof(obj_t) * objcol.cap);
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assert(objcol.buf);
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state->objcol.n = 0;
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state->objcol.cap = INITOBJCOLCAP;
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state->objcol.buf = malloc(sizeof(obj_t) * state->objcol.cap);
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assert(state->objcol.buf);
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node = node->xmlChildrenNode;
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assert(NULL != node);
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@ -295,17 +300,18 @@ static void maploadobjects(xmlNodePtr node)
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continue;
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// Get slot for object, growing buffer if needed.
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if (objcol.n == objcol.cap) {
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objcol.cap *= 2;
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objcol.buf = realloc(objcol.buf, sizeof(obj_t) * objcol.cap);
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assert(objcol.buf);
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if (state->objcol.n == state->objcol.cap) {
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state->objcol.cap *= 2;
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state->objcol.buf = realloc(
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state->objcol.buf, sizeof(obj_t) * state->objcol.cap);
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assert(state->objcol.buf);
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}
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obj_t *o = &objcol.buf[objcol.n++];
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obj_t *o = &state->objcol.buf[state->objcol.n++];
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// Load object type
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const xmlChar *templ = xmlGetProp(node, (const xmlChar *)"template");
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assert(NULL != templ);
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o->type = objtypeload((const char *)templ);
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o->type = objtypeload(state, (const char *)templ, renderer);
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// Load object location and set size from objtype
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o->pos.x
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@ -315,7 +321,8 @@ static void maploadobjects(xmlNodePtr node)
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} while ((node = node->next) != NULL);
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}
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static void mapload(const char *path)
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static void
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mapload(gamestate_t *state, const char *path, SDL_Renderer *renderer)
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{
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xmlDocPtr doc;
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xmlNodePtr node;
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@ -328,20 +335,22 @@ static void mapload(const char *path)
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assert(NULL != node);
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do {
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if (xmlStrcmp(node->name, (const xmlChar *)"layer") == 0)
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maploadlayer(node, layer++);
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maploadlayer(state->map, node, layer++);
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else if (xmlStrcmp(node->name, (const xmlChar *)"objectgroup") == 0)
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maploadobjects(node);
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maploadobjects(state, node, renderer);
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} while ((node = node->next) != NULL);
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}
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static void mapdraw(void)
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static void mapdraw(const gamestate_t *state, SDL_Renderer *renderer)
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{
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const int startx = TILESIZE * floor(vpos.x / TILESIZE);
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const int starty = TILESIZE * floor(vpos.y / TILESIZE);
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const int startx = TILESIZE * floor(state->vpos.x / TILESIZE);
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const int starty = TILESIZE * floor(state->vpos.y / TILESIZE);
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const int endx = state->vpos.x + VIEWWIDTH;
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const int endy = state->vpos.y + VIEWHEIGHT;
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for (int l = 0; l < MAPNLAYERS; ++l) {
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for (int y = starty; y < vpos.y + VIEWHEIGHT; y += TILESIZE) {
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for (int x = startx; x < vpos.x + VIEWWIDTH; x += TILESIZE) {
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const unsigned tileid = tileat(l, x, y);
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for (int y = starty; y < endy; y += TILESIZE) {
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for (int x = startx; x < endx; x += TILESIZE) {
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const unsigned tileid = tileat(state->map, l, x, y);
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if (0 == tileid)
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continue;
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const SDL_Rect src = {
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@ -351,18 +360,18 @@ static void mapdraw(void)
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.h = TILESIZE,
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};
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const SDL_Rect dest = {
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.x = (int)rint(SCALE * (x - vpos.x)),
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.y = (int)rint(SCALE * (y - vpos.y)),
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.x = (int)rint(SCALE * (x - state->vpos.x)),
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.y = (int)rint(SCALE * (y - state->vpos.y)),
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.w = SCALE * TILESIZE,
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.h = SCALE * TILESIZE,
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};
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SDL_RenderCopy(renderer, tstex, &src, &dest);
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SDL_RenderCopy(renderer, state->tstex, &src, &dest);
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}
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}
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}
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}
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static void entityupdate(entity_t *e, double dt)
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static void entityupdate(gamestate_t *state, entity_t *e, double dt)
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{
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if (0 == e->speed) {
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// Round position to nearest integer to align with pixel grid.
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@ -394,42 +403,53 @@ static void entityupdate(entity_t *e, double dt)
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const dvec_t pfb
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= { .x = nextx + e->fbox.off.x, .y = nexty + e->fbox.off.y };
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bool valid = true;
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valid &= tilepassable(pfb.x, pfb.y);
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valid &= tilepassable(pfb.x + e->fbox.ext.x, pfb.y);
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valid &= tilepassable(pfb.x, pfb.y + e->fbox.ext.y);
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valid &= tilepassable(pfb.x + e->fbox.ext.x, pfb.y + e->fbox.ext.y);
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valid &= tilepassable(state->map, pfb.x, pfb.y);
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valid &= tilepassable(state->map, pfb.x + e->fbox.ext.x, pfb.y);
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valid &= tilepassable(state->map, pfb.x, pfb.y + e->fbox.ext.y);
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valid &= tilepassable(
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state->map, pfb.x + e->fbox.ext.x, pfb.y + e->fbox.ext.y);
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if (valid) {
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e->pos.x = nextx;
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e->pos.y = nexty;
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}
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}
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static void entitydraw(entity_t *e, uint64_t t)
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static void entitydraw(
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const gamestate_t *state, SDL_Renderer *renderer, const entity_t *e,
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uint64_t t)
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{
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const unsigned frame = (t / BASEANIMPERIOD) % e->animlen;
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e->src.x = e->animstep.x * frame + e->svarstep.x * e->svar;
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e->src.y = e->animstep.y * frame + e->svarstep.y * e->svar;
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SDL_Rect dest = {
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.x = (int)rint(SCALE * (e->pos.x - e->src.w / 2 - vpos.x)),
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.y = (int)rint(SCALE * (e->pos.y - e->src.h / 2 - vpos.y)),
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.w = SCALE * e->src.w,
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.h = SCALE * e->src.h,
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const SDL_Rect src = {
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.x = e->animstep.x * frame + e->svarstep.x * e->svar,
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.y = e->animstep.y * frame + e->svarstep.y * e->svar,
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.w = e->ext.x,
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.h = e->ext.y,
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};
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SDL_RenderCopy(renderer, e->tex, &e->src, &dest);
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const SDL_Rect dest = {
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.x = (int)rint(SCALE * (e->pos.x - e->ext.x / 2 - state->vpos.x)),
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.y = (int)rint(SCALE * (e->pos.y - e->ext.y / 2 - state->vpos.y)),
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.w = SCALE * e->ext.x,
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.h = SCALE * e->ext.y,
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};
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SDL_RenderCopy(renderer, e->tex, &src, &dest);
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}
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static void objsdraw(uint64_t t)
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static void
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objsdraw(const gamestate_t *state, SDL_Renderer *renderer, uint64_t t)
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{
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for (unsigned i = 0; i < objcol.n; ++i) {
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const obj_t *obj = &objcol.buf[i];
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for (unsigned i = 0; i < state->objcol.n; ++i) {
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const obj_t *obj = &state->objcol.buf[i];
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assert(obj->type < MAXOBJTYPES);
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const objtype_t *type = &objtypes[obj->type];
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const objtype_t *type = &state->objtypes[obj->type];
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assert(NULL != type->tex);
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SDL_Rect src = type->src;
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src.x += type->src.w * ((t / BASEANIMPERIOD) % type->animframes);
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const int x = rint(SCALE * (obj->pos.x - state->vpos.x));
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const int y
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= rint(SCALE * (obj->pos.y - state->vpos.y - type->src.h));
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SDL_Rect dest = {
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.x = (int)rint(SCALE * (obj->pos.x - vpos.x)),
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.y = (int)rint(SCALE * (obj->pos.y - vpos.y - type->src.h)),
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.x = x,
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.y = y,
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.w = SCALE * type->src.w,
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.h = SCALE * type->src.h,
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};
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@ -437,82 +457,93 @@ static void objsdraw(uint64_t t)
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}
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}
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int main(int argc, char *argv[])
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void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer)
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{
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char path[MAX_PATH_LEN];
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gamestate_t *state = (gamestate_t *)mem;
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if (2 != argc) {
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fprintf(stderr, "Usage: %s ASSETS-DIR\n", argv[0]);
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return 1;
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}
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assetdir = argv[1];
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// Set up SDL window
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int err = SDL_Init(SDL_INIT_VIDEO);
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assert(0 == err);
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window = SDL_CreateWindow(
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"2D Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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SCALE * VIEWWIDTH, SCALE * VIEWHEIGHT, 0);
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assert(NULL != window);
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renderer = SDL_CreateRenderer(window, -1, 0);
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assert(NULL != renderer);
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assert(2 == argc);
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state->assetdir = argv[1];
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// Load map
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assert(strlen(assetdir) + strlen(MAP_ASSET) < MAX_PATH_LEN);
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strcpy(path, assetdir);
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assert(strlen(state->assetdir) + strlen(MAP_ASSET) < MAX_PATH_LEN);
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strcpy(path, state->assetdir);
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strcat(path, MAP_ASSET);
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mapload(path);
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mapload(state, path, renderer);
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// Load tileset
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assert(strlen(assetdir) + strlen(TSASSET) < MAX_PATH_LEN);
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strcpy(path, assetdir);
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assert(strlen(state->assetdir) + strlen(TSASSET) < MAX_PATH_LEN);
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strcpy(path, state->assetdir);
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strcat(path, TSASSET);
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tstex = IMG_LoadTexture(renderer, path);
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assert(NULL != tstex);
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state->tstex = IMG_LoadTexture(renderer, path);
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assert(NULL != state->tstex);
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// Load player spritesheets and initialize texture
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assert(strlen(assetdir) + strlen(PIDLE_ASSET) < MAX_PATH_LEN);
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strcpy(path, assetdir);
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assert(strlen(state->assetdir) + strlen(PIDLE_ASSET) < MAX_PATH_LEN);
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strcpy(path, state->assetdir);
|
||||
strcat(path, PIDLE_ASSET);
|
||||
pidle = IMG_LoadTexture(renderer, path);
|
||||
assert(NULL != pidle);
|
||||
assert(strlen(assetdir) + strlen(PWALK_ASSET) < MAX_PATH_LEN);
|
||||
strcpy(path, assetdir);
|
||||
state->pidle = IMG_LoadTexture(renderer, path);
|
||||
assert(NULL != state->pidle);
|
||||
assert(strlen(state->assetdir) + strlen(PWALK_ASSET) < MAX_PATH_LEN);
|
||||
strcpy(path, state->assetdir);
|
||||
strcat(path, PWALK_ASSET);
|
||||
pwalk = IMG_LoadTexture(renderer, path);
|
||||
assert(NULL != pwalk);
|
||||
p.tex = pidle;
|
||||
state->pwalk = IMG_LoadTexture(renderer, path);
|
||||
assert(NULL != state->pwalk);
|
||||
|
||||
bool f = true;
|
||||
SDL_SetRenderDrawColor(renderer, 0xff, 0x00, 0x00, 0xff);
|
||||
SDL_Event event;
|
||||
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;
|
||||
// Set view position
|
||||
state->vpos.x = -128;
|
||||
state->vpos.y = -96;
|
||||
|
||||
// Handle events
|
||||
SDL_PollEvent(&event);
|
||||
switch (event.type) {
|
||||
// Initialize player state
|
||||
state->p.svar = SPRITE_DIR_DOWN;
|
||||
state->p.animlen = PANIMLEN;
|
||||
state->p.animstep.x = PWIDTH;
|
||||
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;
|
||||
}
|
||||
|
||||
void game_teardown(void *mem)
|
||||
{
|
||||
gamestate_t *state = (gamestate_t *)mem;
|
||||
|
||||
SDL_DestroyTexture(state->tstex);
|
||||
SDL_DestroyTexture(state->pidle);
|
||||
SDL_DestroyTexture(state->pwalk);
|
||||
for (int i = 0; i < MAXOBJTYPES; ++i) {
|
||||
if (NULL != state->objtypes[i].tex)
|
||||
SDL_DestroyTexture(state->objtypes[i].tex);
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
gamestatus_t game_evthandle(void *mem, const SDL_Event *evt)
|
||||
{
|
||||
gamestate_t *state = (gamestate_t *)mem;
|
||||
|
||||
switch (evt->type) {
|
||||
case SDL_QUIT:
|
||||
goto quit;
|
||||
return GAMESTATUS_QUIT;
|
||||
|
||||
case SDL_KEYDOWN:
|
||||
switch (event.key.keysym.sym) {
|
||||
switch (evt->key.keysym.sym) {
|
||||
case SDLK_LEFT:
|
||||
input.left = true;
|
||||
state->input.left = true;
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
input.right = true;
|
||||
state->input.right = true;
|
||||
break;
|
||||
case SDLK_UP:
|
||||
input.up = true;
|
||||
state->input.up = true;
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
input.down = true;
|
||||
state->input.down = true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@ -520,18 +551,18 @@ int main(int argc, char *argv[])
|
||||
break;
|
||||
|
||||
case SDL_KEYUP:
|
||||
switch (event.key.keysym.sym) {
|
||||
switch (evt->key.keysym.sym) {
|
||||
case SDLK_LEFT:
|
||||
input.left = false;
|
||||
state->input.left = false;
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
input.right = false;
|
||||
state->input.right = false;
|
||||
break;
|
||||
case SDLK_UP:
|
||||
input.up = false;
|
||||
state->input.up = false;
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
input.down = false;
|
||||
state->input.down = false;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@ -542,59 +573,60 @@ int main(int argc, char *argv[])
|
||||
break;
|
||||
}
|
||||
|
||||
return GAMESTATUS_OK;
|
||||
}
|
||||
|
||||
gamestatus_t game_update(void *mem, unsigned dt)
|
||||
{
|
||||
gamestate_t *state = (gamestate_t *)mem;
|
||||
|
||||
// Calculate player velocity and update player
|
||||
p.dir.x = (input.left ? -1 : 0) + (input.right ? 1 : 0);
|
||||
p.dir.y = (input.up ? -1 : 0) + (input.down ? 1 : 0);
|
||||
const double dmag = mag(p.dir);
|
||||
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) {
|
||||
p.dir.x /= dmag;
|
||||
p.dir.y /= dmag;
|
||||
p.tex = pwalk;
|
||||
p.speed = WALKSPEED;
|
||||
state->p.dir.x /= dmag;
|
||||
state->p.dir.y /= dmag;
|
||||
state->p.tex = state->pwalk;
|
||||
state->p.speed = WALKSPEED / 1000.0;
|
||||
} else {
|
||||
p.tex = pidle;
|
||||
p.speed = 0;
|
||||
state->p.tex = state->pidle;
|
||||
state->p.speed = 0;
|
||||
|
||||
// Round view position to nearest integer to align with
|
||||
// pixel grid.
|
||||
vpos.x = rint(vpos.x);
|
||||
vpos.y = rint(vpos.y);
|
||||
state->vpos.x = rint(state->vpos.x);
|
||||
state->vpos.y = rint(state->vpos.y);
|
||||
}
|
||||
entityupdate(&p, dt);
|
||||
entityupdate(state, &state->p, dt);
|
||||
|
||||
// Update view
|
||||
const dvec_t pvdisp = {
|
||||
.x = p.pos.x - (vpos.x + VIEWWIDTH / 2),
|
||||
.y = p.pos.y - (vpos.y + VIEWHEIGHT / 2),
|
||||
.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, 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;
|
||||
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) {
|
||||
vpos.x = nextx;
|
||||
vpos.y = nexty;
|
||||
state->vpos.x = nextx;
|
||||
state->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);
|
||||
return GAMESTATUS_OK;
|
||||
}
|
||||
|
||||
quit:
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
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