Day 33 complete.
This commit is contained in:
+139
-145
@@ -94,68 +94,59 @@ static void DrawRectangle(game_offscreen_buffer *Buffer,
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}
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}
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static tile_map *GetTileMap(world *World, S32 TileMapX, S32 TileMapY)
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static tile_chunk *GetTileChunk(world *World,
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S32 TileChunkX, S32 TileChunkY)
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{
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tile_map *TileMap = NULL;
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tile_chunk *TileChunk = NULL;
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if((TileMapX >= 0) && (TileMapX < World->TileMapCountX) &&
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(TileMapY >= 0) && (TileMapY < World->TileMapCountY))
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if((TileChunkX >= 0) && (TileChunkX < World->TileChunkCountX) &&
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(TileChunkY >= 0) && (TileChunkY < World->TileChunkCountY))
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{
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TileMap =
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&World->TileMaps[TileMapY*World->TileMapCountX + TileMapX];
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TileChunk = &World->TileChunks[TileChunkY *
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World->TileChunkCountX +
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TileChunkX];
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}
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return TileMap;
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return TileChunk;
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}
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static U32 GetTileValueUnchecked(world *World, tile_map *TileMap, S32 TileX, S32 TileY)
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static U32 GetTileValueUnchecked(world *World, tile_chunk *TileChunk,
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U32 TileX, U32 TileY)
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{
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U32 TileMapValue;
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U32 TileChunkValue;
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ASSERT(TileMap);
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ASSERT((TileX >= 0) && (TileX < World->CountX) &&
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(TileY >= 0) && (TileY < World->CountY));
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ASSERT(TileChunk);
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ASSERT(TileX < World->ChunkDim);
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ASSERT(TileY < World->ChunkDim);
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TileMapValue = TileMap->Tiles[TileY*World->CountX + TileX];
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return TileMapValue;
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TileChunkValue = TileChunk->Tiles[TileY * World->ChunkDim + TileX];
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return TileChunkValue;
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}
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static B32 IsTileMapPointEmpty(world *World, tile_map *TileMap,
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S32 TestTileX, S32 TestTileY)
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static U32 GetTileChunkValue(world *World, tile_chunk *TileChunk,
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U32 TestTileX, U32 TestTileY)
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{
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B32 Empty = FALSE;
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U32 TileChunkValue = 0;
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if(TileMap) {
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if((TestTileX >= 0) && (TestTileX < World->CountX) &&
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(TestTileY >= 0) && (TestTileY < World->CountY))
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{
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U32 TileMapValue =
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GetTileValueUnchecked(World, TileMap, TestTileX, TestTileY);
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Empty = (TileMapValue == 0);
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}
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if(TileChunk) {
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TileChunkValue = GetTileValueUnchecked(World,
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TileChunk,
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TestTileX, TestTileY);
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}
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return Empty;
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return TileChunkValue;
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}
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static void CannonicalizeCoord(world *World, S32 TileCount,
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S32 *TileMap, S32 *Tile, F32 *TileRel)
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static void CannonicalizeCoord(world *World, U32 *Tile, F32 *TileRel)
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{
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/* NOTE: The world is assumed to be toroidal topology. If you step off
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one end, you come back on the other. */
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S32 Offset = FloorF32toS32(*TileRel / World->TileSideInMeters);
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*Tile += Offset;
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*TileRel -= (F32)Offset * World->TileSideInMeters;
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ASSERT(*TileRel >= 0);
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ASSERT(*TileRel < World->TileSideInMeters);
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if(*Tile < 0) {
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*Tile = TileCount + *Tile;
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(*TileMap)--;
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}
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if(*Tile >= TileCount) {
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*Tile = *Tile - TileCount;
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(*TileMap)++;
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}
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}
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static cannonical_position RecannonicalizePosition(world *World,
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@@ -163,20 +154,47 @@ static cannonical_position RecannonicalizePosition(world *World,
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{
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cannonical_position Result = Pos;
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CannonicalizeCoord(World, World->CountX,
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&Result.TileMapX, &Result.TileX, &Result.TileRelX);
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CannonicalizeCoord(World, World->CountY,
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&Result.TileMapY, &Result.TileY, &Result.TileRelY);
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CannonicalizeCoord(World, &Result.AbsTileX, &Result.TileRelX);
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CannonicalizeCoord(World, &Result.AbsTileY, &Result.TileRelY);
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return Result;
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}
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static tile_chunk_position GetChunkPositionFor(world *World,
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U32 AbsTileX, U32 AbsTileY)
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{
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tile_chunk_position Result;
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Result.TileChunkX = AbsTileX >> World->ChunkShift;
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Result.TileChunkY = AbsTileY >> World->ChunkShift;
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Result.RelTileX = AbsTileX & World->ChunkMask;
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Result.RelTileY = AbsTileY & World->ChunkMask;
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return Result;
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}
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static U32 GetTileValue(world *World, U32 AbsTileX, U32 AbsTileY)
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{
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tile_chunk_position ChunkPos = GetChunkPositionFor(World,
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AbsTileX,
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AbsTileY);
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tile_chunk *TileMap = GetTileChunk(World,
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ChunkPos.TileChunkX,
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ChunkPos.TileChunkY);
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U32 TileChunkValue = GetTileChunkValue(World, TileMap,
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ChunkPos.RelTileX,
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ChunkPos.RelTileY);
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return TileChunkValue;
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}
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static B32 IsWorldPointEmpty(world *World, cannonical_position CanPos)
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{
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B32 Empty = FALSE;
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B32 Empty;
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tile_map *TileMap = GetTileMap(World, CanPos.TileMapX, CanPos.TileMapY);
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Empty = IsTileMapPointEmpty(World, TileMap, CanPos.TileX, CanPos.TileY);
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U32 TileChunkValue = GetTileValue(World,
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CanPos.AbsTileX,
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CanPos.AbsTileY);
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Empty = (TileChunkValue == 0);
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return Empty;
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}
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@@ -185,63 +203,39 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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game_input *Input, game_offscreen_buffer *Buffer,
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game_sound_output_buffer *SoundBuffer)
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{
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#define TILEMAP_COUNT_X 17
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#define TILEMAP_COUNT_Y 9
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#define TILEMAP_COUNT_X 256
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#define TILEMAP_COUNT_Y 256
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game_state *GameState;
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U32 ControllerIndex;
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S32 Row, Column;
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U32 Tiles00[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
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{1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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U32 Tiles01[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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U32 Tiles10[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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U32 Tiles11[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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U32 TempTiles[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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F32 PlayerR, PlayerG, PlayerB, PlayerWidth, PlayerHeight,
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F32 PlayerR, PlayerG, PlayerB,
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PlayerWidth, PlayerHeight,
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PlayerLeft, PlayerTop;
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F32 CenterX, CenterY;
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tile_map TileMaps[2][2];
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tile_map *TileMap;
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tile_chunk TileChunk;
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world World;
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ASSERT((&Input->Controllers[0].u.buttons.Terminator -
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@@ -249,43 +243,39 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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ARRAY_SIZE(Input->Controllers[0].u.Buttons));
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ASSERT(sizeof(game_state) <= Memory->PermanentStorageSize);
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TileMaps[0][0].Tiles = (U32 *)Tiles00;
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TileMaps[0][1].Tiles = (U32 *)Tiles10;
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TileMaps[1][0].Tiles = (U32 *)Tiles01;
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TileMaps[1][1].Tiles = (U32 *)Tiles11;
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memset(&World, 0, sizeof(World));
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World.TileMapCountX = 2;
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World.TileMapCountY = 2;
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World.CountX = TILEMAP_COUNT_X;
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World.CountY = TILEMAP_COUNT_Y;
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/* NOTE: This is set to using 256x256 tile chunks. */
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World.ChunkShift = 8;
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World.ChunkMask = 0xFF;
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World.ChunkDim = 256;
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World.TileChunkCountX = 1;
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World.TileChunkCountY = 1;
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TileChunk.Tiles = (U32 *)TempTiles;
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World.TileChunks = &TileChunk;
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World.TileSideInMeters = 1.4f;
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World.TileSideInPixels = 60;
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World.MetersToPixels =
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(F32)World.TileSideInPixels / World.TileSideInMeters;
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World.UpperLeftX = -((F32)World.TileSideInPixels / 2.0f);
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World.UpperLeftY = 0.0f;
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World.TileMaps = (tile_map *)TileMaps;
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PlayerHeight = 1.4f;
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PlayerWidth = 0.75f * PlayerHeight;
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CenterX = 0.5f * (F32)Buffer->Width;
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CenterY = 0.5f * (F32)Buffer->Height;
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GameState = (game_state *)Memory->PermanentStorage;
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if(!Memory->IsInitialized) {
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GameState->PlayerP.TileMapX = 0;
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GameState->PlayerP.TileMapY = 0;
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GameState->PlayerP.TileX = 3;
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GameState->PlayerP.TileY = 3;
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GameState->PlayerP.AbsTileX = 3;
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GameState->PlayerP.AbsTileY = 3;
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GameState->PlayerP.TileRelX = 5.0f;
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GameState->PlayerP.TileRelY = 5.0f;
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Memory->IsInitialized = TRUE;
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}
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TileMap = GetTileMap(&World, GameState->PlayerP.TileMapX,
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GameState->PlayerP.TileMapY);
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ASSERT(TileMap);
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for(ControllerIndex = 0;
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ControllerIndex < ARRAY_SIZE(Input->Controllers);
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ControllerIndex++)
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@@ -300,10 +290,10 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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cannonical_position NewPlayerP, PlayerLeft, PlayerRight;
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|
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if(Controller->u.buttons.MoveUp.EndedDown) {
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dPlayerY = -1.0f;
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dPlayerY = 1.0f;
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}
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if(Controller->u.buttons.MoveDown.EndedDown) {
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dPlayerY = 1.0f;
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dPlayerY = -1.0f;
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}
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if(Controller->u.buttons.MoveLeft.EndedDown) {
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dPlayerX = -1.0f;
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@@ -338,46 +328,50 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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}
|
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|
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DrawRectangle(Buffer, 0.0f, 0.0f,
|
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(F32)(Buffer->Width), (F32)(Buffer->Height),
|
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(F32)Buffer->Width, (F32)Buffer->Height,
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0.0f, 1.0f, 0.0f);
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{
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S32 RelRow, RelColumn;
|
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for(RelRow = -10; RelRow < 10; RelRow++) {
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for(RelColumn = -20; RelColumn < 20; RelColumn++) {
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U32 Column = GameState->PlayerP.AbsTileX + RelColumn;
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U32 Row = GameState->PlayerP.AbsTileY + RelRow;
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|
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for(Row = 0; Row < TILEMAP_COUNT_Y; Row++) {
|
||||
for(Column = 0; Column < TILEMAP_COUNT_X; Column++) {
|
||||
F32 MinX, MinY, MaxX, MaxY;
|
||||
U32 TileID = GetTileValueUnchecked(&World, TileMap, Column, Row);
|
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F32 Gray = 0.5f;
|
||||
if(TileID) {
|
||||
Gray = 1.0f;
|
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U32 TileID = GetTileValue(&World, Column, Row);
|
||||
F32 Gray = 0.5f;
|
||||
|
||||
if(TileID) {
|
||||
Gray = 1.0f;
|
||||
}
|
||||
|
||||
if((Column == GameState->PlayerP.AbsTileX) &&
|
||||
(Row == GameState->PlayerP.AbsTileY))
|
||||
{
|
||||
Gray = 0.0f;
|
||||
}
|
||||
|
||||
{
|
||||
F32 MinX, MinY, MaxX, MaxY;
|
||||
MinX = CenterX +
|
||||
(F32)RelColumn * (F32)World.TileSideInPixels;
|
||||
MinY = CenterY -
|
||||
(F32)RelRow * (F32)World.TileSideInPixels;
|
||||
MaxX = MinX + (F32)World.TileSideInPixels;
|
||||
MaxY = MinY - (F32)World.TileSideInPixels;
|
||||
DrawRectangle(Buffer,
|
||||
MinX, MaxY, MaxX, MinY,
|
||||
Gray, Gray, Gray);
|
||||
}
|
||||
}
|
||||
|
||||
if((Column == GameState->PlayerP.TileX) &&
|
||||
(Row == GameState->PlayerP.TileY))
|
||||
{
|
||||
Gray = 0.0f;
|
||||
}
|
||||
|
||||
MinX = World.UpperLeftX +
|
||||
(F32)(Column) * (F32)World.TileSideInPixels;
|
||||
MinY =
|
||||
World.UpperLeftY + (F32)(Row) * (F32)World.TileSideInPixels;
|
||||
MaxX = MinX + (F32)World.TileSideInPixels;
|
||||
MaxY = MinY + (F32)World.TileSideInPixels;
|
||||
DrawRectangle(Buffer, MinX, MinY, MaxX, MaxY, Gray, Gray, Gray);
|
||||
}
|
||||
}
|
||||
|
||||
PlayerR = 1.0f;
|
||||
PlayerG = 0.0f;
|
||||
PlayerB = 0.0f;
|
||||
PlayerLeft = World.UpperLeftX +
|
||||
(F32)World.TileSideInPixels*(F32)GameState->PlayerP.TileX +
|
||||
(F32)GameState->PlayerP.TileX +
|
||||
World.MetersToPixels*GameState->PlayerP.TileRelX -
|
||||
PlayerLeft = CenterX + World.MetersToPixels*GameState->PlayerP.TileRelX -
|
||||
0.5f*World.MetersToPixels*PlayerWidth;
|
||||
PlayerTop = World.UpperLeftY +
|
||||
(F32)World.TileSideInPixels*(F32)GameState->PlayerP.TileY +
|
||||
(F32)GameState->PlayerP.TileY +
|
||||
World.MetersToPixels*GameState->PlayerP.TileRelY -
|
||||
PlayerTop = CenterY - World.MetersToPixels*GameState->PlayerP.TileRelY -
|
||||
World.MetersToPixels*PlayerHeight;
|
||||
DrawRectangle(Buffer,
|
||||
PlayerLeft, PlayerTop,
|
||||
|
||||
+19
-21
@@ -136,42 +136,40 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
|
||||
*
|
||||
*/
|
||||
|
||||
typedef struct cannonical_position {
|
||||
#if 1
|
||||
S32 TileMapX;
|
||||
S32 TileMapY;
|
||||
typedef struct tile_chunk_position {
|
||||
U32 TileChunkX;
|
||||
U32 TileChunkY;
|
||||
|
||||
S32 TileX;
|
||||
S32 TileY;
|
||||
#else
|
||||
U32 _TileX;
|
||||
U32 _TileY;
|
||||
#endif
|
||||
U32 RelTileX;
|
||||
U32 RelTileY;
|
||||
} tile_chunk_position;
|
||||
|
||||
typedef struct cannonical_position {
|
||||
U32 AbsTileX;
|
||||
U32 AbsTileY;
|
||||
|
||||
/* NOTE: Tile-relative X and Y. */
|
||||
F32 TileRelX;
|
||||
F32 TileRelY;
|
||||
} cannonical_position;
|
||||
|
||||
typedef struct tile_map {
|
||||
typedef struct tile_chunk {
|
||||
U32 *Tiles;
|
||||
} tile_map;
|
||||
} tile_chunk;
|
||||
|
||||
typedef struct world {
|
||||
U32 ChunkShift;
|
||||
U32 ChunkMask;
|
||||
U32 ChunkDim;
|
||||
|
||||
F32 TileSideInMeters;
|
||||
S32 TileSideInPixels;
|
||||
F32 MetersToPixels;
|
||||
|
||||
S32 CountX;
|
||||
S32 CountY;
|
||||
S32 TileChunkCountX;
|
||||
S32 TileChunkCountY;
|
||||
|
||||
F32 UpperLeftX;
|
||||
F32 UpperLeftY;
|
||||
|
||||
S32 TileMapCountX;
|
||||
S32 TileMapCountY;
|
||||
|
||||
tile_map *TileMaps;
|
||||
tile_chunk *TileChunks;
|
||||
} world;
|
||||
|
||||
typedef struct game_state {
|
||||
|
||||
@@ -486,7 +486,6 @@ static U32 GetLastWriteTime(const char *FileName)
|
||||
memset(&file_info, 0, sizeof(file_info));
|
||||
if(stat(FileName, &file_info) != 0) {
|
||||
/* TODO: Diagnostic. perror("stat failed"); */
|
||||
perror("stat failed");
|
||||
}
|
||||
|
||||
return (U32)file_info.st_mtime;
|
||||
|
||||
Reference in New Issue
Block a user