Removed the 80 character column rule. Becoming impractical.

This commit is contained in:
igor
2026-04-17 03:19:13 -07:00
parent a8a3b57f8a
commit 9bc7fa3b52
4 changed files with 163 additions and 464 deletions
+50 -107
View File
@@ -9,9 +9,7 @@
#include <string.h> /* memset */
static void GameOutputSound(game_state *GameState,
game_sound_output_buffer *SoundBuffer,
S32 ToneHz)
static void GameOutputSound(game_state *GameState, game_sound_output_buffer *SoundBuffer, S32 ToneHz)
{
/*
S16 ToneVolume, *SampleOut;
@@ -53,10 +51,7 @@ 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, F32 RealMinX, F32 RealMinY, F32 RealMaxX, F32 RealMaxY, F32 R, F32 G, F32 B)
{
S32 MinX = RoundF32toS32(RealMinX);
S32 MinY = RoundF32toS32(RealMinY);
@@ -76,12 +71,9 @@ static void DrawRectangle(game_offscreen_buffer *Buffer,
if(MaxY > Height)
MaxY = Height;
U32 Color = (U32)((RoundF32toS32(R * 255.0f) << 16) |
(RoundF32toS32(G * 255.0f) << 8) |
(RoundF32toS32(B * 255.0f) << 0));
U32 Color = (U32)((RoundF32toS32(R * 255.0f) << 16) | (RoundF32toS32(G * 255.0f) << 8) | (RoundF32toS32(B * 255.0f) << 0));
U8 *Row = ((U8 *)Buffer->Memory + MinX*Buffer->BytesPerPixel +
MinY*Buffer->Pitch);
U8 *Row = ((U8 *)Buffer->Memory + MinX*Buffer->BytesPerPixel + MinY*Buffer->Pitch);
for(S32 Y = MinY; Y < MaxY; Y++) {
U32 *Pixel = (U32 *)Row;
for(S32 X = MinX; X < MaxX; X++) {
@@ -92,14 +84,10 @@ static void DrawRectangle(game_offscreen_buffer *Buffer,
}
}
void UpdateAndRender(thread_context *Thread, game_memory *Memory,
game_input *Input, game_offscreen_buffer *Buffer,
game_sound_output_buffer *SoundBuffer)
void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer)
{
ASSERT((&Input->Controllers[0].u.buttons.Terminator -
&Input->Controllers[0].u.Buttons[0]) ==
ARRAY_SIZE(Input->Controllers[0].u.Buttons));
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
@@ -117,9 +105,7 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
GameState->PlayerP.OffsetX = 5.0f;
GameState->PlayerP.OffsetY = 5.0f;
InitializeArena(&GameState->WorldArena,
Memory->PermanentStorageSize - sizeof(game_state),
(U8 *)Memory->PermanentStorage + sizeof(game_state));
InitializeArena(&GameState->WorldArena, Memory->PermanentStorageSize - sizeof(game_state), (U8 *)Memory->PermanentStorage + sizeof(game_state));
GameState->World = PUSH_STRUCT(&GameState->WorldArena, world);
world *World = GameState->World;
@@ -135,12 +121,7 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
TileMap->TileChunkCountY = 128;
TileMap->TileChunkCountZ = 2;
TileMap->TileChunks =
PUSH_ARRAY(&GameState->WorldArena,
TileMap->TileChunkCountX *
TileMap->TileChunkCountY *
TileMap->TileChunkCountZ,
tile_chunk);
TileMap->TileChunks = PUSH_ARRAY(&GameState->WorldArena, TileMap->TileChunkCountX * TileMap->TileChunkCountY * TileMap->TileChunkCountZ, tile_chunk);
TileMap->TileSideInMeters = 1.4f;
@@ -192,27 +173,19 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
U32 AbsTileY = ScreenY * TilesPerHeight + TileY;
U32 TileValue = 1;
if((TileX == 0) &&
(!DoorLeft || (TileY != (TilesPerHeight/2))))
{
if((TileX == 0) && (!DoorLeft || (TileY != (TilesPerHeight/2)))) {
TileValue = 2;
}
if(((TileX == (TilesPerWidth - 1)) &&
(!DoorRight || (TileY != (TilesPerHeight/2)))))
{
if(((TileX == (TilesPerWidth - 1)) && (!DoorRight || (TileY != (TilesPerHeight/2))))) {
TileValue = 2;
}
if((TileY == 0) &&
(!DoorBottom || (TileX != (TilesPerWidth/2))))
{
if((TileY == 0) && (!DoorBottom || (TileX != (TilesPerWidth/2)))) {
TileValue = 2;
}
if((TileY == (TilesPerHeight - 1)) &&
(!DoorTop || (TileX != (TilesPerWidth/2))))
{
if((TileY == (TilesPerHeight - 1)) && (!DoorTop || (TileX != (TilesPerWidth/2)))) {
TileValue = 2;
}
@@ -225,10 +198,7 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
}
}
SetTileValue(&GameState->WorldArena,
World->TileMap,
AbsTileX, AbsTileY, AbsTileZ,
TileValue);
SetTileValue(&GameState->WorldArena, World->TileMap, AbsTileX, AbsTileY, AbsTileZ, TileValue);
}
}
@@ -268,33 +238,29 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
S32 TileSideInPixels = 60;
F32 MetersToPixels = (F32)TileSideInPixels / TileMap->TileSideInMeters;
for(U32 ControllerIndex = 0;
ControllerIndex < ARRAY_SIZE(Input->Controllers);
ControllerIndex++)
{
game_controller_input *Controller =
GetController(Input, ControllerIndex);
for(U32 ControllerIndex = 0; ControllerIndex < ARRAY_SIZE(Input->Controllers); ControllerIndex++) {
game_controller_input *Controller = GetController(Input, ControllerIndex);
if(Controller->IsAnalog) {
} else {
F32 dPlayerX = 0.0f;
F32 dPlayerY = 0.0f;
if(Controller->u.buttons.MoveUp.EndedDown) {
if(Controller->MoveUp.EndedDown) {
dPlayerY = 1.0f;
}
if(Controller->u.buttons.MoveDown.EndedDown) {
if(Controller->MoveDown.EndedDown) {
dPlayerY = -1.0f;
}
if(Controller->u.buttons.MoveLeft.EndedDown) {
if(Controller->MoveLeft.EndedDown) {
dPlayerX = -1.0f;
}
if(Controller->u.buttons.MoveRight.EndedDown) {
if(Controller->MoveRight.EndedDown) {
dPlayerX = 1.0f;
}
F32 PlayerSpeed = 2.0f;
if(Controller->u.buttons.ActionUp.EndedDown)
if(Controller->ActionUp.EndedDown)
PlayerSpeed = 10.0f;
dPlayerX *= PlayerSpeed;
@@ -316,13 +282,9 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
PlayerRight.OffsetX += 0.5f*PlayerWidth;
PlayerRight = RecannonicalizePosition(TileMap, PlayerRight);
if(IsTileMapPointEmpty(TileMap, NewPlayerP) &&
IsTileMapPointEmpty(TileMap, PlayerLeft) &&
IsTileMapPointEmpty(TileMap, PlayerRight))
{
if(IsTileMapPointEmpty(TileMap, NewPlayerP) && IsTileMapPointEmpty(TileMap, PlayerLeft) && IsTileMapPointEmpty(TileMap, PlayerRight)) {
if(!AreOnSameTile(&GameState->PlayerP, &NewPlayerP)) {
U32 NewTileValue =
GetTileValueByPos(TileMap, NewPlayerP);
U32 NewTileValue = GetTileValueByPos(TileMap, NewPlayerP);
if(NewTileValue == 3) {
NewPlayerP.AbsTileZ++;
@@ -338,51 +300,36 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
F32 ScreenCenterX = 0.5f * (F32)Buffer->Width;
F32 ScreenCenterY = 0.5f * (F32)Buffer->Height;
DrawRectangle(Buffer, 0.0f, 0.0f,
(F32)Buffer->Width, (F32)Buffer->Height,
0.0f, 1.0f, 0.0f);
{
for(S32 RelRow = -10; RelRow < 10; RelRow++) {
for(S32 RelColumn = -20; RelColumn < 20; RelColumn++) {
U32 Column = GameState->PlayerP.AbsTileX + RelColumn;
U32 Row = GameState->PlayerP.AbsTileY + RelRow;
DrawRectangle(Buffer, 0.0f, 0.0f, (F32)Buffer->Width, (F32)Buffer->Height, 0.0f, 1.0f, 0.0f);
for(S32 RelRow = -10; RelRow < 10; RelRow++) {
for(S32 RelColumn = -20; RelColumn < 20; RelColumn++) {
U32 Column = GameState->PlayerP.AbsTileX + RelColumn;
U32 Row = GameState->PlayerP.AbsTileY + RelRow;
U32 TileID = GetTileValue(TileMap,
Column,
Row,
GameState->PlayerP.AbsTileZ);
U32 TileID = GetTileValue(TileMap, Column, Row, GameState->PlayerP.AbsTileZ);
if(TileID > 0) {
F32 Gray = 0.5f;
if(TileID == 2) {
Gray = 1.0f;
}
if(TileID > 2) {
Gray = 0.25f;
}
if((Column == GameState->PlayerP.AbsTileX) &&
(Row == GameState->PlayerP.AbsTileY))
{
Gray = 0.0f;
}
F32 CenterX = ScreenCenterX -
MetersToPixels*GameState->PlayerP.OffsetX +
(F32)RelColumn*(F32)TileSideInPixels;
F32 CenterY = ScreenCenterY +
MetersToPixels*GameState->PlayerP.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);
if(TileID > 0) {
F32 Gray = 0.5f;
if(TileID == 2) {
Gray = 1.0f;
}
if(TileID > 2) {
Gray = 0.25f;
}
if((Column == GameState->PlayerP.AbsTileX) && (Row == GameState->PlayerP.AbsTileY)) {
Gray = 0.0f;
}
F32 CenterX = ScreenCenterX - MetersToPixels*GameState->PlayerP.OffsetX + (F32)RelColumn*(F32)TileSideInPixels;
F32 CenterY = ScreenCenterY + MetersToPixels*GameState->PlayerP.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);
}
}
}
@@ -392,11 +339,7 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
F32 PlayerB = 0.0f;
F32 PlayerLeft = ScreenCenterX - 0.5f * MetersToPixels*PlayerWidth;
F32 PlayerTop = ScreenCenterY - MetersToPixels*PlayerHeight;
DrawRectangle(Buffer,
PlayerLeft, PlayerTop,
PlayerLeft + MetersToPixels*PlayerWidth,
PlayerTop + MetersToPixels*PlayerHeight,
PlayerR, PlayerG, PlayerB);
DrawRectangle(Buffer, PlayerLeft, PlayerTop, PlayerLeft + MetersToPixels*PlayerWidth, PlayerTop + MetersToPixels*PlayerHeight, PlayerR, PlayerG, PlayerB);
GameOutputSound(GameState, SoundBuffer, 400);
}