Also changed the game_update() interface to take dt in seconds as a double (rather than milliseconds as an unsigned integer) as we're now computing the refresh interval as a double anyway (by querying the display mode). To my eye (and on my machine), all chunkiness is now gone; the game feels very smooth.
633 lines
16 KiB
C
633 lines
16 KiB
C
/*
|
|
* Copyright (c) Camden Dixie O'Brien
|
|
* SPDX-License-Identifier: AGPL-3.0-only
|
|
*/
|
|
|
|
#include "engine_hooks.h"
|
|
|
|
#include <SDL2/SDL_image.h>
|
|
#include <assert.h>
|
|
#include <ctype.h>
|
|
#include <libxml/parser.h>
|
|
#include <math.h>
|
|
#include <stdbool.h>
|
|
#include <string.h>
|
|
|
|
#define SCALE 4
|
|
|
|
#define TILESIZE 16
|
|
#define VIEWWIDTH (16 * TILESIZE)
|
|
#define VIEWHEIGHT (12 * TILESIZE)
|
|
|
|
#define MAX_PATH_LEN 128
|
|
|
|
#define MAP_ASSET "/map.tmx"
|
|
#define MAPNLAYERS 2
|
|
#define MAPWIDTH 64
|
|
#define MAPHEIGHT 64
|
|
#define MAPSHIFTX 32
|
|
#define MAPSHIFTY 32
|
|
#define MAPMINX (TILESIZE * (-32))
|
|
#define MAPMAXX (TILESIZE * 32)
|
|
#define MAPMINY (TILESIZE * (-32))
|
|
#define MAPMAXY (TILESIZE * 32)
|
|
|
|
#define TSASSET "/overworld.png"
|
|
#define TSCOLS 40
|
|
|
|
#define PIDLE_ASSET "/player/idle.png"
|
|
#define PWALK_ASSET "/player/walk.png"
|
|
#define PWIDTH 48
|
|
#define PHEIGHT 64
|
|
#define PANIMLEN 8
|
|
#define PFBWIDTH 20
|
|
#define PFBHEIGHT 16
|
|
#define PFBOFFX -10
|
|
#define PFBOFFY 2
|
|
|
|
#define WALKSPEED 72 // pixels per second
|
|
|
|
#define BASEANIMPERIOD 100
|
|
|
|
#define MAXOBJTYPES 8
|
|
#define INITOBJCOLCAP 16
|
|
|
|
#define NELEMS(a) (sizeof(a) / sizeof(a[0]))
|
|
|
|
typedef enum {
|
|
SPRITE_DIR_DOWN = 0,
|
|
SPRITE_DIR_LEFT_DOWN = 1,
|
|
SPRITE_DIR_LEFT_UP = 2,
|
|
SPRITE_DIR_UP = 3,
|
|
SPRITE_DIR_RIGHT_UP = 4,
|
|
SPRITE_DIR_RIGHT_DOWN = 5,
|
|
} sprite_dir_t;
|
|
|
|
typedef struct {
|
|
bool left, right, up, down;
|
|
} input_state_t;
|
|
|
|
typedef struct {
|
|
int x, y;
|
|
} ivec_t;
|
|
|
|
typedef struct {
|
|
double x, y;
|
|
} dvec_t;
|
|
|
|
typedef struct {
|
|
dvec_t off, ext;
|
|
} dbox_t;
|
|
|
|
typedef struct {
|
|
int svar, animlen;
|
|
double speed;
|
|
dvec_t pos, dir;
|
|
ivec_t animstep, svarstep, ext;
|
|
dbox_t fbox;
|
|
SDL_Texture *tex;
|
|
} entity_t;
|
|
|
|
typedef struct {
|
|
unsigned animframes;
|
|
SDL_Rect src;
|
|
SDL_Texture *tex;
|
|
} objtype_t;
|
|
|
|
typedef struct {
|
|
unsigned type;
|
|
ivec_t pos;
|
|
} obj_t;
|
|
|
|
typedef struct {
|
|
size_t n, cap;
|
|
obj_t *buf;
|
|
} objcol_t;
|
|
|
|
typedef unsigned map_t[MAPNLAYERS][MAPWIDTH][MAPHEIGHT];
|
|
|
|
typedef struct {
|
|
const char *assetdir;
|
|
map_t map;
|
|
SDL_Texture *tstex, *pidle, *pwalk;
|
|
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[] = {
|
|
284, 485, 486, 525, 527, 566, 567, 731,
|
|
768, 770, 771, 804, 805, 806, 808, 845,
|
|
};
|
|
|
|
static inline double mag(dvec_t v)
|
|
{
|
|
return sqrt(v.x * v.x + v.y * v.y);
|
|
}
|
|
|
|
static inline double dot(dvec_t v, dvec_t u)
|
|
{
|
|
return v.x * u.x + v.y * u.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 col = (unsigned)floor(y / TILESIZE) + MAPSHIFTY;
|
|
if (row >= MAPWIDTH || col >= MAPHEIGHT)
|
|
return 0;
|
|
else
|
|
return map[layeridx][row][col];
|
|
}
|
|
|
|
static inline bool tilepassable(const map_t map, int x, int y)
|
|
{
|
|
for (unsigned l = 0; l < MAPNLAYERS; ++l) {
|
|
const unsigned id = tileat(map, l, x, y);
|
|
for (unsigned i = 0; i < NELEMS(impassable); ++i) {
|
|
if (impassable[i] == id)
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static void maploadlayer(map_t map, xmlNodePtr layernode, int layeridx)
|
|
{
|
|
xmlNodePtr node = layernode->xmlChildrenNode;
|
|
while (NULL != node
|
|
&& xmlStrcmp(node->name, (const xmlChar *)"data") != 0)
|
|
node = node->next;
|
|
assert(NULL != node);
|
|
|
|
// Iterate through chunks and populate map array.
|
|
xmlNodePtr chunk_contents;
|
|
for (node = node->xmlChildrenNode; NULL != node; node = node->next) {
|
|
if (0 != xmlStrcmp(node->name, (const xmlChar *)"chunk"))
|
|
continue;
|
|
|
|
xmlChar *x_attr, *y_attr;
|
|
x_attr = xmlGetProp(node, (const xmlChar *)"x");
|
|
y_attr = xmlGetProp(node, (const xmlChar *)"y");
|
|
const int chunk_x = atoi((const char *)x_attr);
|
|
const int chunk_y = atoi((const char *)y_attr);
|
|
|
|
chunk_contents = node->xmlChildrenNode;
|
|
assert(
|
|
0 == xmlStrcmp(chunk_contents->name, (const xmlChar *)"text"));
|
|
int x = chunk_x + MAPSHIFTX, y = chunk_y + MAPSHIFTY;
|
|
xmlChar buf[10];
|
|
const xmlChar *p, *q;
|
|
q = chunk_contents->content;
|
|
while (isspace((const char)*q))
|
|
++q;
|
|
p = q;
|
|
while ('\0' != *q) {
|
|
switch (*q) {
|
|
case (xmlChar)',':
|
|
memset(buf, 0, sizeof(buf));
|
|
memcpy(buf, p, sizeof(xmlChar) * (q - p));
|
|
assert(x < MAPWIDTH && y < MAPHEIGHT);
|
|
map[layeridx][x][y] = (unsigned)atoi((const char *)buf);
|
|
++x;
|
|
p = ++q;
|
|
break;
|
|
case (xmlChar)'\n':
|
|
if (x < MAPWIDTH) {
|
|
memset(buf, 0, sizeof(buf));
|
|
memcpy(buf, p, sizeof(xmlChar) * (q - p));
|
|
assert(y < MAPHEIGHT);
|
|
map[layeridx][x][y] = (unsigned)atoi((const char *)buf);
|
|
}
|
|
x = chunk_x + MAPSHIFTX;
|
|
++y;
|
|
p = ++q;
|
|
break;
|
|
default:
|
|
++q;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static unsigned
|
|
objtypeload(gamestate_t *state, const char *templ, SDL_Renderer *renderer)
|
|
{
|
|
static char buf[MAX_PATH_LEN];
|
|
assert(strlen(state->assetdir) + strlen(templ) + 1 < MAX_PATH_LEN);
|
|
strcpy(buf, state->assetdir);
|
|
strcat(buf, "/");
|
|
strcat(buf, templ);
|
|
|
|
// Identify object type ID
|
|
xmlDocPtr doc = xmlParseFile(buf);
|
|
assert(NULL != doc);
|
|
xmlNodePtr node = xmlDocGetRootElement(doc);
|
|
assert(NULL != node);
|
|
assert(xmlStrcmp(node->name, (const xmlChar *)"template") == 0);
|
|
node = node->xmlChildrenNode;
|
|
while (node != NULL
|
|
&& xmlStrcmp(node->name, (const xmlChar *)"object") != 0)
|
|
node = node->next;
|
|
assert(NULL != node);
|
|
unsigned id
|
|
= atoi((const char *)xmlGetProp(node, (const xmlChar *)"gid"));
|
|
assert(id < MAXOBJTYPES);
|
|
|
|
// Populate objtype struct if not already loaded
|
|
if (NULL == state->objtypes[id].tex) {
|
|
state->objtypes[id].src.x = 0;
|
|
state->objtypes[id].src.y = 0;
|
|
state->objtypes[id].src.w
|
|
= atoi((const char *)xmlGetProp(node, (const xmlChar *)"width"));
|
|
state->objtypes[id].src.h = atoi(
|
|
(const char *)xmlGetProp(node, (const xmlChar *)"height"));
|
|
|
|
node = node->xmlChildrenNode;
|
|
while (node != NULL
|
|
&& xmlStrcmp(node->name, (const xmlChar *)"properties") != 0)
|
|
node = node->next;
|
|
assert(NULL != node);
|
|
for (node = node->xmlChildrenNode; NULL != node; node = node->next) {
|
|
if (xmlStrcmp(node->name, (const xmlChar *)"property") != 0)
|
|
continue;
|
|
const char *key
|
|
= (const char *)xmlGetProp(node, (const xmlChar *)"name");
|
|
const char *val
|
|
= (const char *)xmlGetProp(node, (const xmlChar *)"value");
|
|
if (strcmp(key, "animframes") == 0) {
|
|
state->objtypes[id].animframes = atoi(val);
|
|
} else if (strcmp(key, "assetpath") == 0) {
|
|
assert(strlen(state->assetdir) + strlen(val) < MAX_PATH_LEN);
|
|
strcpy(buf, state->assetdir);
|
|
strcat(buf, val);
|
|
state->objtypes[id].tex = IMG_LoadTexture(renderer, buf);
|
|
assert(NULL != state->objtypes[id].tex);
|
|
} else {
|
|
assert(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
static void
|
|
maploadobjects(gamestate_t *state, xmlNodePtr node, SDL_Renderer *renderer)
|
|
{
|
|
state->objcol.n = 0;
|
|
state->objcol.cap = INITOBJCOLCAP;
|
|
state->objcol.buf = malloc(sizeof(obj_t) * state->objcol.cap);
|
|
assert(state->objcol.buf);
|
|
|
|
node = node->xmlChildrenNode;
|
|
assert(NULL != node);
|
|
do {
|
|
if (xmlStrcmp(node->name, (const xmlChar *)"object") != 0)
|
|
continue;
|
|
|
|
// Get slot for object, growing buffer if needed.
|
|
if (state->objcol.n == state->objcol.cap) {
|
|
state->objcol.cap *= 2;
|
|
state->objcol.buf = realloc(
|
|
state->objcol.buf, sizeof(obj_t) * state->objcol.cap);
|
|
assert(state->objcol.buf);
|
|
}
|
|
obj_t *o = &state->objcol.buf[state->objcol.n++];
|
|
|
|
// Load object type
|
|
const xmlChar *templ = xmlGetProp(node, (const xmlChar *)"template");
|
|
assert(NULL != templ);
|
|
o->type = objtypeload(state, (const char *)templ, renderer);
|
|
|
|
// Load object location and set size from objtype
|
|
o->pos.x
|
|
= atoi((const char *)xmlGetProp(node, (const xmlChar *)"x"));
|
|
o->pos.y
|
|
= atoi((const char *)xmlGetProp(node, (const xmlChar *)"y"));
|
|
} while ((node = node->next) != NULL);
|
|
}
|
|
|
|
static void
|
|
mapload(gamestate_t *state, const char *path, SDL_Renderer *renderer)
|
|
{
|
|
xmlDocPtr doc;
|
|
xmlNodePtr node;
|
|
doc = xmlParseFile(path);
|
|
assert(NULL != doc);
|
|
node = xmlDocGetRootElement(doc);
|
|
assert(0 == xmlStrcmp(node->name, (const xmlChar *)"map"));
|
|
node = node->xmlChildrenNode;
|
|
int layer = 0;
|
|
assert(NULL != node);
|
|
do {
|
|
if (xmlStrcmp(node->name, (const xmlChar *)"layer") == 0)
|
|
maploadlayer(state->map, node, layer++);
|
|
else if (xmlStrcmp(node->name, (const xmlChar *)"objectgroup") == 0)
|
|
maploadobjects(state, node, renderer);
|
|
} while ((node = node->next) != NULL);
|
|
}
|
|
|
|
static void mapdraw(const gamestate_t *state, SDL_Renderer *renderer)
|
|
{
|
|
const int startx = TILESIZE * floor(state->vpos.x / TILESIZE);
|
|
const int starty = TILESIZE * floor(state->vpos.y / TILESIZE);
|
|
const int endx = ceil(state->vpos.x + VIEWWIDTH);
|
|
const int endy = ceil(state->vpos.y + VIEWHEIGHT);
|
|
for (int l = 0; l < MAPNLAYERS; ++l) {
|
|
for (int y = starty; y < endy; y += TILESIZE) {
|
|
for (int x = startx; x < endx; x += TILESIZE) {
|
|
const unsigned tileid = tileat(state->map, l, x, y);
|
|
if (0 == tileid)
|
|
continue;
|
|
const SDL_Rect src = {
|
|
.x = TILESIZE * ((tileid - 1) % TSCOLS),
|
|
.y = TILESIZE * ((tileid - 1) / TSCOLS),
|
|
.w = TILESIZE,
|
|
.h = TILESIZE,
|
|
};
|
|
const SDL_Rect dest = {
|
|
.x = (int)rint(SCALE * (x - state->vpos.x)),
|
|
.y = (int)rint(SCALE * (y - state->vpos.y)),
|
|
.w = SCALE * TILESIZE,
|
|
.h = SCALE * TILESIZE,
|
|
};
|
|
SDL_RenderCopy(renderer, state->tstex, &src, &dest);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void entityupdate(gamestate_t *state, entity_t *e, double dt)
|
|
{
|
|
if (0 == e->speed) {
|
|
// Round position to nearest integer to align with pixel grid.
|
|
e->pos.x = rint(e->pos.x);
|
|
e->pos.y = rint(e->pos.y);
|
|
return;
|
|
}
|
|
|
|
// Update sprite variant
|
|
if (e->dir.y >= 0) {
|
|
if (e->dir.x > 0)
|
|
e->svar = SPRITE_DIR_RIGHT_DOWN;
|
|
else if (e->dir.x < 0)
|
|
e->svar = SPRITE_DIR_LEFT_DOWN;
|
|
else
|
|
e->svar = SPRITE_DIR_DOWN;
|
|
} else if (e->dir.y < 0) {
|
|
if (e->dir.x > 0)
|
|
e->svar = SPRITE_DIR_RIGHT_UP;
|
|
else if (e->dir.x < 0)
|
|
e->svar = SPRITE_DIR_LEFT_UP;
|
|
else
|
|
e->svar = SPRITE_DIR_UP;
|
|
}
|
|
|
|
// Apply velocity (handling map collisions)
|
|
const double nextx = e->pos.x + dt * e->speed * e->dir.x;
|
|
const double nexty = e->pos.y + dt * e->speed * e->dir.y;
|
|
const dvec_t pfb
|
|
= { .x = nextx + e->fbox.off.x, .y = nexty + e->fbox.off.y };
|
|
bool valid = true;
|
|
valid &= tilepassable(state->map, pfb.x, pfb.y);
|
|
valid &= tilepassable(state->map, pfb.x + e->fbox.ext.x, pfb.y);
|
|
valid &= tilepassable(state->map, pfb.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) {
|
|
e->pos.x = nextx;
|
|
e->pos.y = nexty;
|
|
}
|
|
}
|
|
|
|
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 SDL_Rect src = {
|
|
.x = e->animstep.x * frame + e->svarstep.x * e->svar,
|
|
.y = e->animstep.y * frame + e->svarstep.y * e->svar,
|
|
.w = e->ext.x,
|
|
.h = e->ext.y,
|
|
};
|
|
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(const gamestate_t *state, SDL_Renderer *renderer, uint64_t t)
|
|
{
|
|
for (unsigned i = 0; i < state->objcol.n; ++i) {
|
|
const obj_t *obj = &state->objcol.buf[i];
|
|
assert(obj->type < MAXOBJTYPES);
|
|
const objtype_t *type = &state->objtypes[obj->type];
|
|
assert(NULL != type->tex);
|
|
SDL_Rect src = type->src;
|
|
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 = {
|
|
.x = x,
|
|
.y = y,
|
|
.w = SCALE * type->src.w,
|
|
.h = SCALE * type->src.h,
|
|
};
|
|
SDL_RenderCopy(renderer, type->tex, &src, &dest);
|
|
}
|
|
}
|
|
|
|
void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer)
|
|
{
|
|
char path[MAX_PATH_LEN];
|
|
gamestate_t *state = (gamestate_t *)mem;
|
|
|
|
assert(2 == argc);
|
|
state->assetdir = argv[1];
|
|
|
|
// Load map
|
|
assert(strlen(state->assetdir) + strlen(MAP_ASSET) < MAX_PATH_LEN);
|
|
strcpy(path, state->assetdir);
|
|
strcat(path, MAP_ASSET);
|
|
mapload(state, path, renderer);
|
|
|
|
// Load tileset
|
|
assert(strlen(state->assetdir) + strlen(TSASSET) < MAX_PATH_LEN);
|
|
strcpy(path, state->assetdir);
|
|
strcat(path, TSASSET);
|
|
state->tstex = IMG_LoadTexture(renderer, path);
|
|
assert(NULL != state->tstex);
|
|
|
|
// Load player spritesheets and initialize texture
|
|
assert(strlen(state->assetdir) + strlen(PIDLE_ASSET) < MAX_PATH_LEN);
|
|
strcpy(path, state->assetdir);
|
|
strcat(path, PIDLE_ASSET);
|
|
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);
|
|
state->pwalk = IMG_LoadTexture(renderer, path);
|
|
assert(NULL != state->pwalk);
|
|
|
|
// Set view position
|
|
state->vpos.x = -128;
|
|
state->vpos.y = -96;
|
|
|
|
// 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:
|
|
return GAMESTATUS_QUIT;
|
|
|
|
case SDL_KEYDOWN:
|
|
switch (evt->key.keysym.sym) {
|
|
case SDLK_LEFT:
|
|
state->input.left = true;
|
|
break;
|
|
case SDLK_RIGHT:
|
|
state->input.right = true;
|
|
break;
|
|
case SDLK_UP:
|
|
state->input.up = true;
|
|
break;
|
|
case SDLK_DOWN:
|
|
state->input.down = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case SDL_KEYUP:
|
|
switch (evt->key.keysym.sym) {
|
|
case SDLK_LEFT:
|
|
state->input.left = false;
|
|
break;
|
|
case SDLK_RIGHT:
|
|
state->input.right = false;
|
|
break;
|
|
case SDLK_UP:
|
|
state->input.up = false;
|
|
break;
|
|
case SDLK_DOWN:
|
|
state->input.down = false;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return GAMESTATUS_OK;
|
|
}
|
|
|
|
gamestatus_t game_update(void *mem, double dt)
|
|
{
|
|
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;
|
|
} 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);
|
|
}
|