Files
handmadehero/handmade.c
T
2026-06-25 17:31:29 -07:00

648 lines
23 KiB
C

#include "core.h"
#include "handmade.h"
#include "handmade_math.h"
#include "sdl_handmade.h"
#include "handmade_intrinsics.h"
#include "handmade_random.h"
#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)
{
/*
S16 ToneVolume, *SampleOut;
S32 WavePeriod, SampleIndex;
ToneVolume = 0;
WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz;
SampleOut = SoundBuffer->Samples;
for(SampleIndex = 0;
SampleIndex < SoundBuffer->SampleCount;
SampleIndex++)
{
F32 SineValue;
S16 SampleValue;
SineValue = sinf(GameState->tSine);
SampleValue = (S16)(SineValue * ToneVolume);
*SampleOut++ = SampleValue;
*SampleOut++ = SampleValue;
GameState->tSine += 2.0f * (F32)PI * 1.0f / (F32)WavePeriod;
if(GameState->tSine > 2.0f*(F32)PI) {
GameState->tSine -= 2.0f*(F32)PI;
}
}
*/
}
static void ClearBackground(game_offscreen_buffer *Buffer)
{
S32 Width = Buffer->Width;
S32 Height = Buffer->Height;
for(S32 X = 0; X < Width * Height; X++) {
U32 *Pixel = &((U32 *)Buffer->Memory)[X];
*Pixel = 0xFFFFFF;
}
}
static void DrawRectangle(game_offscreen_buffer *Buffer, v2 vMin, v2 vMax, F32 R, F32 G, F32 B)
{
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;
if(MinX < 0)
MinX = 0;
if(MinY < 0)
MinY = 0;
if(MaxX > Width)
MaxX = Width;
if(MaxY > Height)
MaxY = Height;
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);
for(S32 Y = MinY; Y < MaxY; Y++) {
U32 *Pixel = (U32 *)Row;
for(S32 X = MinX; X < MaxX; X++) {
*(U32 *)Pixel = Color;
Pixel++;
}
Row += Buffer->Pitch;
}
}
static void DrawBitmap(game_offscreen_buffer *Buffer, loaded_bitmap *Bitmap, F32 RelX, F32 RelY, S32 AlignX, S32 AlignY)
{
RelX -= (F32)AlignX;
RelY -= (F32)AlignY;
S32 MinX = RoundF32toS32(RelX);
S32 MinY = RoundF32toS32(RelY);
S32 MaxX = RoundF32toS32(RelX + (F32)Bitmap->Width);
S32 MaxY = RoundF32toS32(RelY + (F32)Bitmap->Height);
S32 Width = Buffer->Width;
S32 Height = Buffer->Height;
S32 SourceOffsetX = 0;
if(MinX < 0) {
SourceOffsetX = -MinX;
MinX = 0;
}
S32 SourceOffsetY = 0;
if(MinY < 0) {
SourceOffsetY = -MinY;
MinY = 0;
}
if(MaxX > Width)
MaxX = Width;
if(MaxY > Height)
MaxY = Height;
U32 *SourceRow = Bitmap->Pixels + Bitmap->Width*(Bitmap->Height - 1);
SourceRow += -Bitmap->Width*SourceOffsetY + SourceOffsetX;
U8 *DestRow = ((U8 *)Buffer->Memory + MinX*Buffer->BytesPerPixel + MinY*Buffer->Pitch);
for(S32 Y = MinY; Y < MaxY; Y++) {
U32 *Dest = (U32 *)DestRow;
U32 *Source = SourceRow;
for(S32 X = MinX; X < MaxX; X++) {
F32 SA = (F32)((*Source >> 24) & 0xFF);
F32 SR = (F32)((*Source >> 16) & 0xFF);
F32 SG = (F32)((*Source >> 8) & 0xFF);
F32 SB = (F32)((*Source >> 0) & 0xFF);
F32 DR = (F32)((*Dest >> 16) & 0xFF);
F32 DG = (F32)((*Dest >> 8) & 0xFF);
F32 DB = (F32)((*Dest >> 0) & 0xFF);
F32 A = SA / 255.0f;
// TODO: This should be replaced by premultiplied alpha.
F32 R = (1.0f-A)*DR + A*SR;
F32 G = (1.0f-A)*DG + A*SG;
F32 B = (1.0f-A)*DB + A*SB;
*Dest = (((U32)RoundF32toS32(SA) << 24) | ((U32)RoundF32toS32(R) << 16) | ((U32)RoundF32toS32(G) << 8) | ((U32)RoundF32toS32(B) << 0));
Dest++;
Source++;
}
DestRow += Buffer->Pitch;
SourceRow -= Bitmap->Width;
}
}
#pragma pack(push, 1)
typedef struct bitmap_header {
U16 FileType;
U32 FileSize;
U16 Reserved1;
U16 Reserved2;
U32 BitmapOffset;
U32 Size;
S32 Width;
S32 Height;
U16 Planes;
U16 BitsPerPixel;
U32 Compression;
U32 SizeOfBitmap;
S32 HorzResolution;
S32 VertResolution;
U32 ColorsUsed;
U32 ColorsImportant;
U32 RedMask;
U32 GreenMask;
U32 BlueMask;
} bitmap_header;
#pragma pack(pop)
static loaded_bitmap DEBUGLoadBMP(thread_context *Thread, debug_read_file_result (*DEBUGPlatformReadEntireFile)(thread_context *Thread, const char *), char *FileName)
{
loaded_bitmap Result;
memset(&Result, 0, sizeof(Result));
debug_read_file_result ReadResult = DEBUGPlatformReadEntireFile(Thread, FileName);
if(ReadResult.ContentsSize > 0) {
bitmap_header *Header = (bitmap_header *)ReadResult.Contents;
U32 *Pixels = (U32 *)((U8 *)ReadResult.Contents + Header->BitmapOffset);
Result.Pixels = Pixels;
Result.Width = Header->Width;
Result.Height = Header->Height;
ASSERT(Header->Compression == 3);
// NOTE: The byte order in memory is determined by the Header.
U32 RedMask = Header->RedMask;
U32 GreenMask = Header->GreenMask;
U32 BlueMask = Header->BlueMask;
U32 AlphaMask = ~(RedMask | GreenMask | BlueMask);
bit_scan_result RedShift = FindLeastSignificantSetBit(RedMask);
bit_scan_result GreenShift = FindLeastSignificantSetBit(GreenMask);
bit_scan_result BlueShift = FindLeastSignificantSetBit(BlueMask);
bit_scan_result AlphaShift = FindLeastSignificantSetBit(AlphaMask);
ASSERT(RedShift.Found);
ASSERT(GreenShift.Found);
ASSERT(BlueShift.Found);
ASSERT(AlphaShift.Found);
U32 *SourceDest = Pixels;
for(S32 Y = 0; Y < Header->Height; Y++) {
for(S32 X = 0; X < Header->Width; X++) {
U32 C = *SourceDest;
*SourceDest = ((((C >> AlphaShift.Index) & 0xFF) << 24) |
(((C >> RedShift.Index ) & 0xFF) << 16) |
(((C >> GreenShift.Index) & 0xFF) << 8) |
(((C >> BlueShift.Index ) & 0xFF) << 0));
SourceDest++;
}
}
}
return 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);
game_state *GameState;
F32 PlayerHeight = 1.4f;
F32 PlayerWidth = 0.75f * PlayerHeight;
GameState = (game_state *)Memory->PermanentStorage;
if(!Memory->IsInitialized) {
GameState->ProgramIcon.Width = 256;
GameState->ProgramIcon.Height = 256;
GameState->ProgramIcon.BytesPerPixel = 4;
GameState->ProgramIcon.Pitch = GameState->ProgramIcon.BytesPerPixel * GameState->ProgramIcon.Width;
GameState->ProgramIcon.Memory = malloc(GameState->ProgramIcon.BytesPerPixel * GameState->ProgramIcon.Width * GameState->ProgramIcon.Height);
memset(GameState->ProgramIcon.Memory, 0, GameState->ProgramIcon.BytesPerPixel * GameState->ProgramIcon.Width * GameState->ProgramIcon.Height);
GameState->ProgramIconBMP = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/program_icon.bmp");
DrawBitmap(&GameState->ProgramIcon, &GameState->ProgramIconBMP, 0.0f, 0.0f, 0, 0);
Memory->SetProgramIcon(&GameState->ProgramIcon);
GameState->Backdrop = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_background.bmp");
hero_bitmaps *Bitmap;
Bitmap = &GameState->HeroBitmaps[0];
Bitmap->AlignX = 72;
Bitmap->AlignY = 182;
Bitmap->Head = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_right_head.bmp");
Bitmap->Cape = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_right_cape.bmp");
Bitmap->Torso = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_right_torso.bmp");
Bitmap++;
Bitmap->AlignX = 72;
Bitmap->AlignY = 182;
Bitmap->Head = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_back_head.bmp");
Bitmap->Cape = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_back_cape.bmp");
Bitmap->Torso = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_back_torso.bmp");
Bitmap++;
Bitmap->AlignX = 72;
Bitmap->AlignY = 182;
Bitmap->Head = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_left_head.bmp");
Bitmap->Cape = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_left_cape.bmp");
Bitmap->Torso = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_left_torso.bmp");
Bitmap++;
Bitmap->AlignX = 72;
Bitmap->AlignY = 182;
Bitmap->Head = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_front_head.bmp");
Bitmap->Cape = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_front_cape.bmp");
Bitmap->Torso = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_hero_front_torso.bmp");
GameState->CameraP.AbsTileX = 17 / 2;
GameState->CameraP.AbsTileY = 9 / 2;
GameState->PlayerP.AbsTileX = 2;
GameState->PlayerP.AbsTileY = 3;
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));
GameState->World = PUSH_STRUCT(&GameState->WorldArena, world);
world *World = GameState->World;
World->TileMap = PUSH_STRUCT(&GameState->WorldArena, tile_map);
tile_map *TileMap = World->TileMap;
TileMap->ChunkShift = 4;
TileMap->ChunkMask = (1 << TileMap->ChunkShift) - 1;
TileMap->ChunkDim = (1 << TileMap->ChunkShift);
TileMap->TileChunkCountX = 128;
TileMap->TileChunkCountY = 128;
TileMap->TileChunkCountZ = 2;
TileMap->TileChunks = PUSH_ARRAY(&GameState->WorldArena, TileMap->TileChunkCountX * TileMap->TileChunkCountY * TileMap->TileChunkCountZ, tile_chunk);
TileMap->TileSideInMeters = 1.4f;
U32 RandomNumberIndex = 0;
U32 TilesPerWidth = 17;
U32 TilesPerHeight = 9;
U32 ScreenX = 0;
U32 ScreenY = 0;
U32 AbsTileZ = 0;
B32 DoorTop = FALSE;
B32 DoorBottom = FALSE;
B32 DoorLeft = FALSE;
B32 DoorRight = FALSE;
B32 DoorUp = FALSE;
B32 DoorDown = FALSE;
for(U32 ScreenIndex = 0; ScreenIndex < 100; ScreenIndex++) {
ASSERT(RandomNumberIndex < ARRAY_SIZE(RandomNumberTable));
/* TODO: Random number generator. */
U32 RandomChoice;
if(DoorUp || DoorDown) {
RandomChoice = RandomNumberTable[RandomNumberIndex++] % 2;
} else {
RandomChoice = RandomNumberTable[RandomNumberIndex++] % 3;
}
B32 CreatedZDoor = FALSE;
if(RandomChoice == 2) {
CreatedZDoor = TRUE;
if(AbsTileZ == 0) {
DoorUp = TRUE;
} else {
DoorDown = TRUE;
}
} else if(RandomChoice == 1) {
DoorRight = TRUE;
} else {
DoorTop = TRUE;
}
for(U32 TileY = 0; TileY < TilesPerHeight; TileY++) {
for(U32 TileX = 0; TileX < TilesPerWidth; TileX++) {
U32 AbsTileX = ScreenX * TilesPerWidth + TileX;
U32 AbsTileY = ScreenY * TilesPerHeight + TileY;
U32 TileValue = 1;
if((TileX == 0) && (!DoorLeft || (TileY != (TilesPerHeight/2)))) {
TileValue = 2;
}
if(((TileX == (TilesPerWidth - 1)) && (!DoorRight || (TileY != (TilesPerHeight/2))))) {
TileValue = 2;
}
if((TileY == 0) && (!DoorBottom || (TileX != (TilesPerWidth/2)))) {
TileValue = 2;
}
if((TileY == (TilesPerHeight - 1)) && (!DoorTop || (TileX != (TilesPerWidth/2)))) {
TileValue = 2;
}
if((TileX == 10) && (TileY == 6)) {
if(DoorUp) {
TileValue = 3;
}
if(DoorDown) {
TileValue = 4;
}
}
SetTileValue(&GameState->WorldArena, World->TileMap, AbsTileX, AbsTileY, AbsTileZ, TileValue);
}
}
DoorLeft = DoorRight;
DoorBottom = DoorTop;
if(CreatedZDoor) {
DoorDown = !DoorDown;
DoorUp = !DoorUp;
} else {
DoorUp = FALSE;
DoorDown = FALSE;
}
DoorTop = FALSE;
DoorRight = FALSE;
if(RandomChoice == 2) {
if(AbsTileZ == 0) {
AbsTileZ = 1;
} else {
AbsTileZ = 0;
}
} else if(RandomChoice == 1) {
ScreenX++;
} else {
ScreenY++;
}
}
Memory->IsInitialized = TRUE;
}
world *World = GameState->World;
tile_map *TileMap = World->TileMap;
S32 TileSideInPixels = 60;
F32 MetersToPixels = (F32)TileSideInPixels / TileMap->TileSideInMeters;
tile_map_position OldPlayerP = GameState->PlayerP;
for(U32 ControllerIndex = 0; ControllerIndex < ARRAY_SIZE(Input->Controllers); ControllerIndex++) {
game_controller_input *Controller = GetController(Input, ControllerIndex);
if(Controller->IsAnalog) {
} else {
v2 ddPlayer; // accerlation
memset(&ddPlayer, 0, sizeof(ddPlayer));
if(Controller->MoveUp.EndedDown) {
ddPlayer.Y = 1.0f;
GameState->FacingDirection = 1;
}
if(Controller->MoveDown.EndedDown) {
ddPlayer.Y = -1.0f;
GameState->FacingDirection = 3;
}
if(Controller->MoveLeft.EndedDown) {
ddPlayer.X = -1.0f;
GameState->FacingDirection = 2;
}
if(Controller->MoveRight.EndedDown) {
ddPlayer.X = 1.0f;
GameState->FacingDirection = 0;
}
if((ddPlayer.X != 0.0f) && (ddPlayer.Y != 0.0f))
ddPlayer = V2Multiply(0.7071067811865475244f, ddPlayer);
F32 PlayerSpeed = 10.0f;
if(Controller->ActionUp.EndedDown)
PlayerSpeed = 20.0f;
ddPlayer = V2Multiply(PlayerSpeed, ddPlayer);
ddPlayer = V2Add(ddPlayer, V2Unary(V2Multiply(1.5f, GameState->dPlayerP)));
tile_map_position NewPlayerP = GameState->PlayerP;
v2 PlayerDelta = V2Add(V2Multiply(0.5f, V2Multiply(Square(Input->dtForFrame), ddPlayer)), V2Multiply(Input->dtForFrame, GameState->dPlayerP));
NewPlayerP.Offset = V2Add(PlayerDelta, NewPlayerP.Offset);
GameState->dPlayerP = V2Add(V2Multiply(Input->dtForFrame, ddPlayer), GameState->dPlayerP);
NewPlayerP = RecannonicalizePosition(TileMap, NewPlayerP);
#if 1
tile_map_position PlayerLeft;
PlayerLeft = NewPlayerP;
PlayerLeft.Offset.X -= 0.5f*PlayerWidth;
PlayerLeft = RecannonicalizePosition(TileMap, PlayerLeft);
tile_map_position PlayerRight;
PlayerRight = NewPlayerP;
PlayerRight.Offset.X += 0.5f*PlayerWidth;
PlayerRight = RecannonicalizePosition(TileMap, PlayerRight);
B32 Collided = FALSE;
tile_map_position ColP;
memset(&ColP, 0, sizeof(ColP));
if(!IsTileMapPointEmpty(TileMap, NewPlayerP)) {
ColP = NewPlayerP;
Collided = TRUE;
}
if(!IsTileMapPointEmpty(TileMap, PlayerLeft)) {
ColP = PlayerLeft;
Collided = TRUE;
}
if(!IsTileMapPointEmpty(TileMap, PlayerRight)) {
ColP = PlayerRight;
Collided = TRUE;
}
if(Collided) {
v2 r = { 0, 0 };
if(ColP.AbsTileX < GameState->PlayerP.AbsTileX) {
r = (v2){ 1, 0 };
}
if(ColP.AbsTileX > GameState->PlayerP.AbsTileX) {
r = (v2){ -1, 0 };
}
if(ColP.AbsTileY < GameState->PlayerP.AbsTileY) {
r = (v2){ 0, 1 };
}
if(ColP.AbsTileY > GameState->PlayerP.AbsTileY) {
r = (v2){ 0, -1 };
}
GameState->dPlayerP = V2Subtract(GameState->dPlayerP, V2Multiply(1*InnerProduct(GameState->dPlayerP, r), r));
} else {
GameState->PlayerP = NewPlayerP;
}
#else
U32 MinTileX = 0;
U32 MinTileY = 0;
U32 OnePastMaxTileX = 0;
U32 OnePastMaxTileY = 0;
U32 AbsTileZ = GameState->PlayerP.AbsTileZ;
tile_map_position BestPlayerP = GameState->PlayerP;
F32 BestDistance = LengthSq(PlayerDelta);
for(U32 AbsTileY = MinTileY; AbsTileY != OnePastMaxTileY; AbsTileY++) {
for(U32 AbsTileX = MinTileX; AbsTileX != OnePastMaxTileX; AbsTileX++) {
tile_map_position TestTileP = CenteredTilePoint(AbsTileX, AbsTileY, AbsTileZ);
U32 TileValue = GetTileValueByPos(TileMap, TestTileP);
if(IsTileValueEmpty(TileValue)) {
v2 MinCorner = V2Multiply(-0.5f, (v2){ TileMap->TileSideInMeters, TileMap->TileSideInMeters });
v2 MaxCorner = V2Multiply(-0.5f, (v2){ TileMap->TileSideInMeters, TileMap->TileSideInMeters });
tile_map_difference RelNewPlayerP = SubtractInF32(TileMap, &TestTileP, &NewPlayerP);
v2 TestP = ClosestPointInRectangle(MinCorner, MaxCorner, RelNewPlayerP);
if(...) {
}
}
}
}
#endif
}
}
if(!AreOnSameTile(&OldPlayerP, &GameState->PlayerP)) {
U32 NewTileValue = GetTileValueByPos(TileMap, GameState->PlayerP);
if(NewTileValue == 3) {
GameState->PlayerP.AbsTileZ++;
} else if(NewTileValue == 4) {
GameState->PlayerP.AbsTileZ--;
}
}
GameState->CameraP.AbsTileZ = GameState->PlayerP.AbsTileZ;
tile_map_difference Diff = SubtractInF32(TileMap, &GameState->PlayerP, &GameState->CameraP);
if(Diff.dXY.X > (9.0f*TileMap->TileSideInMeters)) {
GameState->CameraP.AbsTileX += 17;
}
if(Diff.dXY.X < -(9.0f*TileMap->TileSideInMeters)) {
GameState->CameraP.AbsTileX -= 17;
}
if(Diff.dXY.Y > (5.0f*TileMap->TileSideInMeters)) {
GameState->CameraP.AbsTileY += 9;
}
if(Diff.dXY.Y < -(5.0f*TileMap->TileSideInMeters)) {
GameState->CameraP.AbsTileY -= 9;
}
Diff = SubtractInF32(TileMap, &GameState->PlayerP, &GameState->CameraP);
//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);
F32 ScreenCenterX = 0.5f * (F32)Buffer->Width;
F32 ScreenCenterY = 0.5f * (F32)Buffer->Height;
for(S32 RelRow = -10; RelRow < 10; RelRow++) {
for(S32 RelColumn = -20; RelColumn < 20; RelColumn++) {
U32 Column = GameState->CameraP.AbsTileX + RelColumn;
U32 Row = GameState->CameraP.AbsTileY + RelRow;
U32 TileID = GetTileValue(TileMap, Column, Row, GameState->CameraP.AbsTileZ);
if(TileID > 1) {
F32 Gray = 0.5f;
if(TileID == 2) {
Gray = 1.0f;
}
if(TileID > 2) {
Gray = 0.25f;
}
if((Column == GameState->CameraP.AbsTileX) && (Row == GameState->CameraP.AbsTileY)) {
Gray = 0.0f;
}
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 = V2Subtract(Center, TileSide);
v2 Max = V2Add(Center, TileSide);
DrawRectangle(Buffer, Min, Max, Gray, Gray, Gray);
}
}
}
F32 PlayerR = 1.0f;
F32 PlayerG = 0.0f;
F32 PlayerB = 0.0f;
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, V2Add(PlayerLeftTop, V2Multiply(MetersToPixels, PlayerWidthHeight)), PlayerR, PlayerG, PlayerB);
hero_bitmaps *Bitmap = &GameState->HeroBitmaps[GameState->FacingDirection];
DrawBitmap(Buffer, &Bitmap->Torso, PlayerGroundPointX, PlayerGroundPointY, Bitmap->AlignX, Bitmap->AlignY);
DrawBitmap(Buffer, &Bitmap->Cape, PlayerGroundPointX, PlayerGroundPointY, Bitmap->AlignX, Bitmap->AlignY);
DrawBitmap(Buffer, &Bitmap->Head, PlayerGroundPointX, PlayerGroundPointY, Bitmap->AlignX, Bitmap->AlignY);
GameOutputSound(GameState, SoundBuffer, 400);
}
/*
static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S32 YOffset)
{
S32 Width, Height, Y;
U8 *Row;
Width = Buffer->Width;
Height = Buffer->Height;
Row = (U8 *)Buffer->Memory;
for(Y = 0; Y < Height; Y++) {
U32 *Pixel = (U32 *)Row;
S32 X;
Pixel = (U32 *)Row;
for(X = 0; X < Width; X++) {
U8 Blue, Green;
Blue = (U8)(X + XOffset);
Green = (U8)(Y + YOffset);
*Pixel = (Green << 8) | Blue;
Pixel++;
}
Row += Buffer->Pitch;
}
}
*/