Day 42 complete.

This commit is contained in:
igor
2026-04-27 23:11:32 -07:00
parent f19963ec6b
commit 50fb128698
4 changed files with 106 additions and 53 deletions
+38 -42
View File
@@ -1,5 +1,6 @@
#include "core.h"
#include "handmade.h"
#include "handmade_math.h"
#include "sdl_handmade.h"
#include "handmade_intrinsics.h"
@@ -7,6 +8,7 @@
#include "handmade_tile.h"
#include "handmade_tile.c"
#include <stdio.h>
#include <string.h> /* memset */
static void GameOutputSound(game_state *GameState, game_sound_output_buffer *SoundBuffer, S32 ToneHz)
@@ -51,12 +53,12 @@ static void ClearBackground(game_offscreen_buffer *Buffer)
}
}
static void DrawRectangle(game_offscreen_buffer *Buffer, F32 RealMinX, F32 RealMinY, F32 RealMaxX, F32 RealMaxY, F32 R, F32 G, F32 B)
static void DrawRectangle(game_offscreen_buffer *Buffer, v2 vMin, v2 vMax, F32 R, F32 G, F32 B)
{
S32 MinX = RoundF32toS32(RealMinX);
S32 MinY = RoundF32toS32(RealMinY);
S32 MaxX = RoundF32toS32(RealMaxX);
S32 MaxY = RoundF32toS32(RealMaxY);
S32 MinX = RoundF32toS32(vMin.X);
S32 MinY = RoundF32toS32(vMin.Y);
S32 MaxX = RoundF32toS32(vMax.X);
S32 MaxY = RoundF32toS32(vMax.Y);
S32 Width = Buffer->Width;
S32 Height = Buffer->Height;
@@ -222,13 +224,9 @@ static loaded_bitmap DEBUGLoadBMP(thread_context *Thread, debug_read_file_result
void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer)
{
ASSERT((&Input->Controllers[0].Terminator - &Input->Controllers[0].Buttons[0]) == ARRAY_SIZE(Input->Controllers[0].Buttons));
ASSERT(sizeof(game_state) <= Memory->PermanentStorageSize);
#define TILEMAP_COUNT_X 256
#define TILEMAP_COUNT_Y 256
game_state *GameState;
F32 PlayerHeight = 1.4f;
@@ -273,8 +271,8 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
GameState->PlayerP.AbsTileX = 2;
GameState->PlayerP.AbsTileY = 3;
GameState->PlayerP.OffsetX = 5.0f;
GameState->PlayerP.OffsetY = 5.0f;
GameState->PlayerP.Offset.X = 5.0f;
GameState->PlayerP.Offset.Y = 5.0f;
InitializeArena(&GameState->WorldArena, Memory->PermanentStorageSize - sizeof(game_state), (U8 *)Memory->PermanentStorage + sizeof(game_state));
@@ -413,48 +411,47 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
game_controller_input *Controller = GetController(Input, ControllerIndex);
if(Controller->IsAnalog) {
} else {
F32 dPlayerX = 0.0f;
F32 dPlayerY = 0.0f;
v2 dPlayer;
memset(&dPlayer, 0, sizeof(dPlayer));
if(Controller->MoveUp.EndedDown) {
dPlayerY = 1.0f;
dPlayer.Y = 1.0f;
GameState->FacingDirection = 1;
}
if(Controller->MoveDown.EndedDown) {
dPlayerY = -1.0f;
dPlayer.Y = -1.0f;
GameState->FacingDirection = 3;
}
if(Controller->MoveLeft.EndedDown) {
dPlayerX = -1.0f;
dPlayer.X = -1.0f;
GameState->FacingDirection = 2;
}
if(Controller->MoveRight.EndedDown) {
dPlayerX = 1.0f;
dPlayer.X = 1.0f;
GameState->FacingDirection = 0;
}
F32 PlayerSpeed = 2.0f;
if(Controller->ActionUp.EndedDown)
PlayerSpeed = 10.0f;
dPlayer = vector_multiply(PlayerSpeed, dPlayer);
dPlayerX *= PlayerSpeed;
dPlayerY *= PlayerSpeed;
if((dPlayer.X != 0.0f) && (dPlayer.Y != 0.0f))
dPlayer = vector_multiply(0.7071067811865475244f, dPlayer);
tile_map_position NewPlayerP;
NewPlayerP = GameState->PlayerP;
NewPlayerP.OffsetX += Input->dtForFrame*dPlayerX;
NewPlayerP.OffsetY += Input->dtForFrame*dPlayerY;
NewPlayerP.Offset = vector_add(NewPlayerP.Offset, vector_multiply(Input->dtForFrame, dPlayer));
NewPlayerP = RecannonicalizePosition(TileMap, NewPlayerP);
tile_map_position PlayerLeft;
PlayerLeft = NewPlayerP;
PlayerLeft.OffsetX -= 0.5f*PlayerWidth;
PlayerLeft.Offset.X -= 0.5f*PlayerWidth;
PlayerLeft = RecannonicalizePosition(TileMap, PlayerLeft);
tile_map_position PlayerRight;
PlayerRight = NewPlayerP;
PlayerRight.OffsetX += 0.5f*PlayerWidth;
PlayerRight.Offset.X += 0.5f*PlayerWidth;
PlayerRight = RecannonicalizePosition(TileMap, PlayerRight);
if(IsTileMapPointEmpty(TileMap, NewPlayerP) && IsTileMapPointEmpty(TileMap, PlayerLeft) && IsTileMapPointEmpty(TileMap, PlayerRight)) {
@@ -473,22 +470,22 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
GameState->CameraP.AbsTileZ = GameState->PlayerP.AbsTileZ;
tile_map_difference Diff = SubtractInF32(TileMap, &GameState->PlayerP, &GameState->CameraP);
if(Diff.dX > (9.0f*TileMap->TileSideInMeters)) {
if(Diff.dXY.X > (9.0f*TileMap->TileSideInMeters)) {
GameState->CameraP.AbsTileX += 17;
}
if(Diff.dX < -(9.0f*TileMap->TileSideInMeters)) {
if(Diff.dXY.X < -(9.0f*TileMap->TileSideInMeters)) {
GameState->CameraP.AbsTileX -= 17;
}
if(Diff.dY > (5.0f*TileMap->TileSideInMeters)) {
if(Diff.dXY.Y > (5.0f*TileMap->TileSideInMeters)) {
GameState->CameraP.AbsTileY += 9;
}
if(Diff.dY < -(5.0f*TileMap->TileSideInMeters)) {
if(Diff.dXY.Y < -(5.0f*TileMap->TileSideInMeters)) {
GameState->CameraP.AbsTileY -= 9;
}
}
}
DrawRectangle(Buffer, 0.0f, 0.0f, (F32)Buffer->Width, (F32)Buffer->Height, 0.0f, 1.0f, 0.0f);
//DrawRectangle(Buffer, 0.0f, 0.0f, (F32)Buffer->Width, (F32)Buffer->Height, 0.0f, 1.0f, 0.0f);
DrawBitmap(Buffer, &GameState->Backdrop, 0.0f, 0.0f, 0, 0);
@@ -516,14 +513,12 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
Gray = 0.0f;
}
F32 CenterX = ScreenCenterX - MetersToPixels*GameState->CameraP.OffsetX + (F32)RelColumn*(F32)TileSideInPixels;
F32 CenterY = ScreenCenterY + MetersToPixels*GameState->CameraP.OffsetY - (F32)RelRow*(F32)TileSideInPixels;
F32 MinX = CenterX - 0.5f*(F32)TileSideInPixels;
F32 MinY = CenterY - 0.5f*(F32)TileSideInPixels;
F32 MaxX = CenterX + 0.5f*(F32)TileSideInPixels;
F32 MaxY = CenterY + 0.5f*(F32)TileSideInPixels;
DrawRectangle(Buffer, MinX, MinY, MaxX, MaxY, Gray, Gray, Gray);
v2 TileSide = { 0.5f*(F32)TileSideInPixels, 0.5f*(F32)TileSideInPixels };
v2 Center = { ScreenCenterX - MetersToPixels*GameState->CameraP.Offset.X + (F32)RelColumn*(F32)TileSideInPixels,
ScreenCenterY + MetersToPixels*GameState->CameraP.Offset.Y - (F32)RelRow*(F32)TileSideInPixels };
v2 Min = vector_subtract(Center, TileSide);
v2 Max = vector_add(Center, TileSide);
DrawRectangle(Buffer, Min, Max, Gray, Gray, Gray);
}
}
}
@@ -533,11 +528,12 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
F32 PlayerR = 1.0f;
F32 PlayerG = 0.0f;
F32 PlayerB = 0.0f;
F32 PlayerGroundPointX = ScreenCenterX + MetersToPixels*Diff.dX;
F32 PlayerGroundPointY = ScreenCenterY - MetersToPixels*Diff.dY;
F32 PlayerLeft = PlayerGroundPointX - 0.5f * MetersToPixels*PlayerWidth;
F32 PlayerTop = PlayerGroundPointY - MetersToPixels*PlayerHeight;
DrawRectangle(Buffer, PlayerLeft, PlayerTop, PlayerLeft + MetersToPixels*PlayerWidth, PlayerTop + MetersToPixels*PlayerHeight, PlayerR, PlayerG, PlayerB);
F32 PlayerGroundPointX = ScreenCenterX + MetersToPixels*Diff.dXY.X;
F32 PlayerGroundPointY = ScreenCenterY - MetersToPixels*Diff.dXY.Y;
v2 PlayerLeftTop = { PlayerGroundPointX - 0.5f * MetersToPixels*PlayerWidth,
PlayerGroundPointY - MetersToPixels*PlayerHeight };
v2 PlayerWidthHeight = { PlayerWidth, PlayerHeight };
DrawRectangle(Buffer, PlayerLeftTop, vector_add(PlayerLeftTop, vector_multiply(MetersToPixels, PlayerWidthHeight)), PlayerR, PlayerG, PlayerB);
hero_bitmaps *Bitmap = &GameState->HeroBitmaps[GameState->FacingDirection];
DrawBitmap(Buffer, &Bitmap->Torso, PlayerGroundPointX, PlayerGroundPointY, Bitmap->AlignX, Bitmap->AlignY);
+59
View File
@@ -0,0 +1,59 @@
#ifndef HANDMADE_MATH_H
#define HANDMADE_MATH_H
typedef struct v2 {
F32 X, Y;
F32 E[2];
} v2;
v2 V2(F32 X, F32 Y)
{
v2 Result;
Result.X = X;
Result.Y = Y;
return Result;
}
v2 vector_multiply(F32 A, v2 B)
{
v2 Result;
Result.X = A * B.X;
Result.Y = A * B.Y;
return Result;
}
v2 vector_unary(v2 A)
{
v2 Result;
Result.X = -A.X;
Result.Y = -A.Y;
return Result;
}
v2 vector_add(v2 A, v2 B)
{
v2 Result;
Result.X = A.X + B.X;
Result.Y = A.Y + B.Y;
return Result;
}
v2 vector_subtract(v2 A, v2 B)
{
v2 Result;
Result.X = A.X - B.X;
Result.Y = A.Y - B.Y;
return Result;
}
#endif
+4 -6
View File
@@ -124,8 +124,8 @@ static tile_map_position RecannonicalizePosition(tile_map *TileMap, tile_map_pos
{
tile_map_position Result = Pos;
CannonicalizeCoord(TileMap, &Result.AbsTileX, &Result.OffsetX);
CannonicalizeCoord(TileMap, &Result.AbsTileY, &Result.OffsetY);
CannonicalizeCoord(TileMap, &Result.AbsTileX, &Result.Offset.X);
CannonicalizeCoord(TileMap, &Result.AbsTileY, &Result.Offset.Y);
return Result;
}
@@ -140,12 +140,10 @@ static tile_map_difference SubtractInF32(tile_map *TileMap, tile_map_position *A
{
tile_map_difference Result;
F32 dTileX = (F32)A->AbsTileX - (F32)B->AbsTileX;
F32 dTileY = (F32)A->AbsTileY - (F32)B->AbsTileY;
v2 dTileXY = { ((F32)A->AbsTileX - (F32)B->AbsTileX), ((F32)A->AbsTileY - (F32)B->AbsTileY) };
F32 dTileZ = (F32)A->AbsTileZ - (F32)B->AbsTileZ;
Result.dX = TileMap->TileSideInMeters*dTileX + (A->OffsetX - B->OffsetX);
Result.dY = TileMap->TileSideInMeters*dTileY + (A->OffsetY - B->OffsetY);
Result.dXY = vector_add(vector_multiply(TileMap->TileSideInMeters, dTileXY), vector_subtract(A->Offset, B->Offset));
// TODO: Incomplete . . .
Result.dZ = TileMap->TileSideInMeters*dTileZ;
+4 -4
View File
@@ -1,9 +1,10 @@
#ifndef HANDMADE_TILE_H_SENTRY
#define HANDMADE_TILE_H_SENTRY
#include "handmade_math.h"
typedef struct tile_map_difference {
F32 dX;
F32 dY;
v2 dXY;
F32 dZ;
} tile_map_difference;
@@ -13,8 +14,7 @@ typedef struct tile_map_position {
U32 AbsTileZ;
/* NOTE: X and Y relative to tile center. */
F32 OffsetX;
F32 OffsetY;
v2 Offset;
} tile_map_position;
typedef struct tile_chunk_position {