HandmadeHero/project/engine/engine.cpp

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#if INTELLISENSE_DIRECTIVES
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#include "engine.hpp"
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#include "input.hpp"
#include "engine_to_platform_api.hpp"
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#include "tile_map.cpp"
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#include "random.cpp"
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// TODO(Ed) : This needs to be moved out eventually
#include "handmade.hpp"
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#endif
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NS_ENGINE_BEGIN
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struct EngineState
{
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hh::Memory game_memory;
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MemoryArena world_arena;
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#if Build_Development
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f32 auto_snapshot_interval;
f32 auto_snapshot_timer;
#endif
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s32 wave_tone_hz;
s32 tone_volume;
s32 x_offset;
s32 y_offset;
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b32 renderer_paused;
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f32 sample_wave_sine_time;
b32 sample_wave_switch;
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EngineContext context;
};
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NS_ENGINE_END
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// TODO(Ed) : does this need to be here or can it be moved to handmade_engine.cpp?
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#include "test_samples.cpp"
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#if Build_Development
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// TODO(Ed) : Do a proper header/src pair for this
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#include "state_and_replay.cpp"
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// Build_Development
#endif
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NS_ENGINE_BEGIN
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global EngineContext* Engine_Context = nullptr;
EngineContext* get_context()
{
return Engine_Context;
}
#define pressed( btn ) (btn.ended_down && btn.half_transitions > 0)
inline
Vec2 get_screen_center( OffscreenBuffer* back_buffer )
{
Vec2 result {
scast(f32, back_buffer->width) * 0.5f,
scast(f32, back_buffer->height) * 0.5f
};
return result;
}
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internal
void input_poll_engine_actions( InputState* input, EngineActions* actions )
{
KeyboardState* keyboard = input->keyboard;
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// actions->move_right |= keyboard->D.EndedDown;
// actions->move_left |= keyboard->A.EndedDown;
// actions->move_up |= keyboard->W.EndedDown;
// actions->move_down |= keyboard->S.EndedDown;
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actions->raise_volume |= keyboard->up.ended_down;
actions->lower_volume |= keyboard->down.ended_down;
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actions->raise_tone_hz |= keyboard->right.ended_down;
actions->lower_tone_hz |= keyboard->left.ended_down;
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#if Build_Development
actions->pause_renderer |= pressed( keyboard->pause );
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actions->set_snapshot_slot_1 |= pressed( keyboard->_1 ) && keyboard->right_alt.ended_down;
actions->set_snapshot_slot_2 |= pressed( keyboard->_2 ) && keyboard->right_alt.ended_down;
actions->set_snapshot_slot_3 |= pressed( keyboard->_3 ) && keyboard->right_alt.ended_down;
actions->set_snapshot_slot_4 |= pressed( keyboard->_4 ) && keyboard->right_alt.ended_down;
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#endif
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actions->toggle_wave_tone |= pressed( keyboard->Q );
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actions->loop_mode_game |= pressed( keyboard->L ) && ! keyboard->right_shift.ended_down && ! keyboard->right_alt.ended_down;
actions->loop_mode_engine |= pressed( keyboard->L ) && keyboard->right_shift.ended_down;
MousesState* mouse = input->mouse;
actions->move_right = (mouse->horizontal_wheel.end > 0.f) * 20;
actions->move_left = (mouse->horizontal_wheel.end < 0.f) * 20;
actions->move_up = (mouse->vertical_wheel.end > 0.f) * 10;
actions->move_down = (mouse->vertical_wheel.end < 0.f) * 10;
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#if Build_Development
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actions->load_auto_snapshot |= pressed( keyboard->L ) && keyboard->right_alt.ended_down;
#endif
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}
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// TODO(Ed) : Move to handmade module
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internal
void input_poll_player_actions( hh::Player* player, b32 is_player_2 )
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{
hh::ControllerState* controller = & player->controller;
hh::PlayerActions* actions = & player->actions;
* actions = {};
if ( controller->ds_pad )
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{
DualsensePadState* pad = controller->ds_pad;
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actions->sprint |= pad->circle.ended_down;
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actions->jump |= pressed( pad->cross );
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actions->player_x_move_analog += pad->stick.left.X.end;
actions->player_y_move_analog += pad->stick.left.Y.end;
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actions->join |= pressed( pad->options );
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}
if ( controller->xpad )
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{
XInputPadState* pad = controller->xpad;
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actions->sprint |= pad->B.ended_down;
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actions->jump |= pressed( pad->A );
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actions->player_x_move_analog += pad->stick.left.X.end;
actions->player_y_move_analog += pad->stick.left.Y.end;
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actions->join |= pressed( pad->start );
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}
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if ( controller->keyboard )
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{
KeyboardState* keyboard = controller->keyboard;
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actions->jump |= pressed( keyboard->space );
actions->sprint |= keyboard->left_shift.ended_down;
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actions->player_x_move_digital += keyboard->D.ended_down - keyboard->A.ended_down;
actions->player_y_move_digital += keyboard->W.ended_down - keyboard->S.ended_down;
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actions->join |= pressed( keyboard->enter );
}
if ( controller->mouse )
{
MousesState* mouse = controller->mouse;
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}
}
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internal
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void output_sound( EngineState* state, AudioBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value )
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{
s16* sample_out = sound_buffer->samples;
for ( s32 sample_index = 0; sample_index < sound_buffer->num_samples; ++ sample_index )
{
s16 sample_value = get_sample_value( state, sound_buffer );
sound_buffer->running_sample_index++;
// char ms_timing_debug[256] {};
// wsprintfA( ms_timing_debug, "sample_value: %d\n", sample_value );
// d ms_timing_debug );
*sample_out = sample_value;
++ sample_out;
*sample_out = sample_value;
++ sample_out;
}
}
internal
void draw_rectangle( OffscreenBuffer* buffer
, Vec2 min, Vec2 max
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, f32 red, f32 green, f32 blue )
{
Vec2i min_rounded { round(min.x), round(min.y) };
Vec2i max_rounded { round(max.x), round(max.y) };
s32 width = buffer->width;
s32 height = buffer->height;
if ( min_rounded.x < 0 )
min_rounded.x = 0;
if ( min_rounded.y < 0 )
min_rounded.y = 0;
if ( max_rounded.x > width )
max_rounded.x = width;
if ( max_rounded.y > height )
max_rounded.y = height;
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s32 red_32 = round( 255.f * red );
s32 green_32 = round( 255.f * green );
s32 blue_32 = round( 255.f * blue );
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s32 color =
(scast(s32, red_32) << 16)
| (scast(s32, green_32) << 8)
| (scast(s32, blue_32) << 0);
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// Start with the pixel on the top left corner of the rectangle
u8* row = rcast(u8*, buffer->memory )
+ min_rounded.x * buffer->bytes_per_pixel
+ min_rounded.y * buffer->pitch;
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for ( s32 y = min_rounded.y; y < max_rounded.y; ++ y )
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{
s32* pixel_32 = rcast(s32*, row);
for ( s32 x = min_rounded.x; x < max_rounded.x; ++ x )
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{
*pixel_32 = color;
pixel_32++;
}
row += buffer->pitch;
}
}
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internal
void draw_bitmap( OffscreenBuffer* buffer, Vec2 pos, Bitmap* bitmap )
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{
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s32 half_width = bitmap->width / 2;
s32 half_height = bitmap->height / 2;
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Vec2i pos_rounded { round(pos.x), round(pos.y) };
Vec2i bmp_half_size { bitmap->width / 2, bitmap->height / 2 };
Vec2i min = pos_rounded - bmp_half_size;
Vec2i max = pos_rounded + bmp_half_size;
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s32 max_x = round( pos.x ) + half_width;
s32 max_y = round( pos.y ) + half_height;
s32 bmp_offset_x = min.x < 0 ? min.x * -1 : 0;
u32 bmp_offset_y = min.y < 0 ? bitmap->height + min.y - 1 : bitmap->height - 1;
s32 width = buffer->width;
s32 height = buffer->height;
if ( min.x < 0 )
min.x = 0;
if ( min.y < 0 )
min.y = 0;
if ( max.x > width )
max.x = width;
if ( max.y > height )
max.y = height;
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// Start with the pixel on the top left corner of the rectangle
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u8* dst_row = rcast(u8*, buffer->memory )
+ min.x * buffer->bytes_per_pixel
+ min.y * buffer->pitch;
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u32* src_row = bitmap->pixels + bitmap->width * bmp_offset_y;
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for ( s32 y = min.y; y < max.y; ++ y )
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{
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u32* dst = rcast(u32*, dst_row);
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u32* src = src_row + bmp_offset_x;
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for ( s32 x = min.x; x < max.x; ++ x )
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{
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#define extract( pixel, shift ) (( *pixel >> shift ) & 0xFF)
f32 alpha = scast(f32, extract(src, 24)) / 255.f;
f32 src_R = scast(f32, extract(src, 16));
f32 src_G = scast(f32, extract(src, 8));
f32 src_B = scast(f32, extract(src, 0));
f32 dst_R = scast(f32, extract(dst, 16));
f32 dst_G = scast(f32, extract(dst, 8));
f32 dst_B = scast(f32, extract(dst, 0));
#undef extract
f32 red = (1 - alpha) * dst_R + alpha * src_R;
f32 green = (1 - alpha) * dst_G + alpha * src_G;
f32 blue = (1 - alpha) * dst_B + alpha * src_B;
*dst = u32(red + 0.5f) << 16 | u32(green + 0.5f) << 8 | u32(blue + 0.5f) << 0;
++ dst;
++ src;
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}
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dst_row += buffer->pitch;
src_row -= bitmap->width;
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}
}
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inline
void draw_debug_point(OffscreenBuffer* back_buffer, World* world, TileMapPos pos, f32 red, f32 green, f32 blue)
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{
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TileMap* tile_map = world->tile_map;
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Vec2 min {
pos.rel_pos.x * world->tile_meters_to_pixels + world->tile_lower_left_x + scast(f32, pos.tile_x * world->tile_size_in_pixels),
pos.rel_pos.y * world->tile_meters_to_pixels + world->tile_lower_left_y + scast(f32, pos.tile_y * world->tile_size_in_pixels)
};
Vec2 max {
(pos.rel_pos.x + 0.1f) * world->tile_meters_to_pixels + world->tile_lower_left_x + scast(f32, pos.tile_x * world->tile_size_in_pixels),
(pos.rel_pos.y + 0.1f) * world->tile_meters_to_pixels + world->tile_lower_left_y + scast(f32, pos.tile_y * world->tile_size_in_pixels)
};
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draw_rectangle(back_buffer
, min, max
, red, green, blue);
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}
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internal
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Bitmap load_bmp( platform::ModuleAPI* platform_api, Str file_path )
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{
Bitmap result {};
platform::File file {
file_path
};
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if ( ! platform_api->file_read_content( & file ) )
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{
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return result;
}
BitmapHeaderPacked* header = pcast(BitmapHeaderPacked*, file.data);
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assert( header->compression == 3 );
u32 alpha_mask = ~(header->red_mask | header->green_mask | header->blue_mask);
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// TODO(Ed) : Do not directly assign this, allocate the pixels to somewhere in game or engine persistent.
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result.pixels = rcast(u32*, rcast(Byte*, file.data) + header->bitmap_offset);
result.width = header->width;
result.height = header->height;
result.bits_per_pixel = header->bits_per_pixel;
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u32 red_scan = 0;
u32 green_scan = 0;
u32 blue_scan = 0;
u32 alpha_scan = 0;
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b32 red_found = bitscan_forward( & red_scan, header->red_mask );
b32 green_found = bitscan_forward( & green_scan, header->green_mask );
b32 blue_found = bitscan_forward( & blue_scan, header->blue_mask );
b32 alpha_found = bitscan_forward( & alpha_scan, alpha_mask );
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assert( red_found );
assert( green_found );
assert( blue_found );
assert( alpha_found );
#if 1
s32 blue_shift = 0 - scast( s32, blue_scan );
s32 green_shift = 8 - scast( s32, green_scan );
s32 red_shift = 16 - scast( s32, red_scan );
s32 alpha_shift = 24 - scast( s32, alpha_scan );
#endif
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u32* src = result.pixels;
for ( s32 y = 0; y < header->width; ++ y )
{
for ( s32 x = 0; x < header->height; ++ x )
{
struct Pixel
{
u8 Alpha;
u8 Blue;
u8 Green;
u8 Red;
};
Pixel* px = rcast(Pixel*, src);
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#if 0
u32 alpha = (( *src >> alpha_scan ) & 0xFF) << 24;
u32 red = (( *src >> red_scan ) & 0xFF) << 16;
u32 green = (( *src >> green_scan ) & 0xFF) << 8;
u32 blue = (( *src >> blue_scan ) & 0xFF) << 0;
#else
u32 alpha = rotate_left( *src & alpha_mask, alpha_shift );
u32 red = rotate_left( *src & header->red_mask, red_shift );
u32 green = rotate_left( *src & header->green_mask, green_shift );
u32 blue = rotate_left( *src & header->blue_mask, blue_shift );
#endif
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*src = alpha | red | green | blue;
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++ src;
}
}
//platform_api->file_close( & file );
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return result;
}
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inline
hh::Entity* get_entity( hh::GameState* gs, s32 id )
{
hh::Entity* entity = nullptr;
if ( id > 0 && id < array_count(gs->entities) )
{
entity = & gs->entities[ id - 1 ];
}
return entity;
}
inline
s32 get_entity( hh::GameState* gs )
{
for ( s32 id = 0; id < array_count(gs->entities); ++ id )
{
hh::Entity* entity = & gs->entities[ id ];
if ( ! entity->exists )
{
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* entity = {};
entity->exists = true;
return id + 1;
}
}
return 0;
}
// TODO(Ed): Move to handmade module
inline
void player_init( hh::Player* player, hh::GameState* gs )
{
hh::PlayerState* state = & player->state;
s32 entity_id = get_entity( gs );
assert( entity_id );
hh::Entity* entity = get_entity( gs, entity_id );
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entity->kind = hh::EntityKind_Hero;
entity->position.tile_x = 4;
entity->position.tile_y = 4;
entity->position.rel_pos.x = 0.f;
entity->position.rel_pos.y = 0.f;
entity->velocity = {};
state->mid_jump = false;
state->jump_time = 0.f;
entity->height = 1.4f;
entity->width = entity->height * 0.7f;
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entity->facing_direction = hh::FacingDirection_Front;
player->entity_id = entity_id;
}
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// TODO(Ed) : Make a menu down the line to allow the player to assign an input device to a player.
void update_player_controllers( hh::GameState* gs, InputState* input )
{
gs->player_1.controller.keyboard = input->keyboard;
gs->player_1.controller.mouse = input->mouse;
for ( s32 id = 1; id <= Max_Controllers; ++ id )
{
XInputPadState* xpad = input->xpads [ id - 1 ];
DualsensePadState* ds_pad = input->ds_pads[ id - 1 ];
if ( gs->player_1.controller.xpad_id == id )
{
gs->player_1.controller.xpad = xpad;
xpad = nullptr;
}
if ( gs->player_1.controller.ds_pad_id == id )
{
gs->player_1.controller.ds_pad = ds_pad;
ds_pad = nullptr;
}
if ( gs->player_2.controller.xpad_id == id )
{
gs->player_2.controller.xpad = xpad;
xpad = nullptr;
}
if ( gs->player_2.controller.ds_pad_id == id )
{
gs->player_2.controller.ds_pad = ds_pad;
ds_pad = nullptr;
}
#define can_assign( player ) ( player.controller.xpad == nullptr && player.controller.ds_pad == nullptr )
if ( xpad && pressed( xpad->start ) )
{
if ( can_assign( gs->player_1 ) )
{
gs->player_1.controller.xpad_id = id;
gs->player_1.controller.xpad = xpad;
continue;
}
if ( can_assign( gs->player_2 ) )
{
gs->player_2.controller.xpad_id = id;
gs->player_2.controller.xpad = xpad;
}
}
if ( ds_pad && pressed( ds_pad->options ) )
{
if ( can_assign( gs->player_1 ) )
{
gs->player_1.controller.ds_pad_id = id;
gs->player_1.controller.ds_pad = ds_pad;
continue;
}
if ( can_assign( gs->player_2 ) )
{
gs->player_2.controller.ds_pad_id = id;
gs->player_2.controller.ds_pad = ds_pad;
}
}
#undef can_assign
}
}
// TODO(Ed) : Move to handmade module?
internal
void update_player( hh::Player* player, f32 delta_time, World* world, hh::GameState* gs )
{
hh::PlayerActions* actions = & player->actions;
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if ( actions->join && ! player->entity_id ) {
player_init( player, gs );
gs->camera_assigned_entity_id = player->entity_id;
}
if ( ! player->entity_id )
return;
hh::PlayerState* state = & player->state;
hh::Entity* entity = get_entity( gs, player->entity_id );
TileMap* tile_map = world->tile_map;
f32 tile_size_in_pixels = scast(f32, world->tile_size_in_pixels);
f32 player_half_width = entity->width / 2.f;
f32 player_quarter_height = entity->height / 4.f;
f32 move_accel = 36.f;
if ( actions->sprint )
{
move_accel = 94.f;
}
TileMapPos old_pos = entity->position;
Pos2_f32 new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
Vec2 player_move_vec = {};
if ( actions->player_x_move_analog || actions->player_y_move_analog )
{
player_move_vec.x = scast(f32, actions->player_x_move_analog );
player_move_vec.y = scast(f32, actions->player_y_move_analog );
}
else
{
player_move_vec.x = scast(f32, actions->player_x_move_digital );
player_move_vec.y = scast(f32, actions->player_y_move_digital );
}
// vec_x_adjusted = desired_vec_len / curr_vec_len * curr_vec_x
// Allows for more ganular movement with the analog
if (0)
{
f32 accel_scale = magnitude( player_move_vec );
if ( accel_scale > 1.f )
accel_scale = 1.f;
move_accel *= accel_scale;
}
Dir2 player_direction = cast( Dir2, player_move_vec );
Accel2 player_move_accel = scast( Accel2, player_direction ) * move_accel;
// TODO(Ed) : ODE!
Accel2 friction = pcast( Accel2, entity->velocity) * 9.f;
player_move_accel -= friction;
entity->velocity += player_move_accel * 0.5f;
new_player_pos += entity->velocity;
// Collision
#if 1
{
b32 collision_nw = false;
b32 collision_ne = false;
b32 collision_sw = false;
b32 collision_se = false;
do
{
// Base position
//TileMapPos test_pos = {
//new_player_pos.x, new_player_pos.y,
//old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
//};
//test_pos = recannonicalize_position( tile_map, test_pos );
// TODO(Ed) : Need a delta-function that auto-reconnonicalizes.
TileMapPos test_pos_nw {
new_player_pos.x - player_half_width, new_player_pos.y + player_quarter_height,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_nw = recannonicalize_position( tile_map, test_pos_nw );
collision_nw = ! TileMap_is_point_empty( tile_map, test_pos_nw );
TileMapPos test_pos_ne {
new_player_pos.x + player_half_width, new_player_pos.y + player_quarter_height,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_ne = recannonicalize_position( tile_map, test_pos_ne );
collision_ne = ! TileMap_is_point_empty( tile_map, test_pos_ne );
TileMapPos test_pos_sw {
new_player_pos.x - player_half_width, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_sw = recannonicalize_position( tile_map, test_pos_sw );
collision_sw = ! TileMap_is_point_empty( tile_map, test_pos_sw );
TileMapPos test_pos_se {
new_player_pos.x + player_half_width, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
test_pos_se = recannonicalize_position( tile_map, test_pos_se );
collision_se = ! TileMap_is_point_empty( tile_map, test_pos_se );
}
while(0);
if ( collision_se || collision_sw || collision_ne || collision_nw )
{
// Should be colliding with a wall
Vec2 wall_vector = { 0, 0 };
if ( collision_nw && collision_sw )
{
wall_vector = { 1.f, 0.f };
}
if ( collision_ne && collision_se )
{
wall_vector = { -1.f, 0.f };
}
if ( collision_nw && collision_ne )
{
wall_vector = { 0.f, 1.f };
}
if ( collision_se && collision_sw )
{
wall_vector = { 0.f, -1.f };
}
//if ( collision_nw && !collision_ne && !collision_sw && !collision_se )
//{
// wall_vector = { 1.f, 1.f };
//}
// The 2x multiplier allows for the the "bounce off" velocity to occur instead of the player just looking like they impacted the wall and stopped
entity->velocity -= cast( Vel2, 1.f * scalar_product( Vec2( entity->velocity ), wall_vector ) * wall_vector );
new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
new_player_pos += entity->velocity;
}
TileMapPos new_pos = {
new_player_pos.x, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
new_pos = recannonicalize_position( tile_map, new_pos );
entity->position = new_pos;
}
#else
{
TileMapPos new_pos = {
new_player_pos.x, new_player_pos.y,
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
new_pos = recannonicalize_position( tile_map, new_pos );
s32 min_tile_x = min( old_pos.tile_x, new_pos.tile_x );
s32 min_tile_y = min( old_pos.tile_y, new_pos.tile_y );
s32 max_tile_x = max( old_pos.tile_x, new_pos.tile_x );
s32 max_tile_y = max( old_pos.tile_y, new_pos.tile_y );
TileMapPos best_position = old_pos;
f32 min_interp_delta = 1.0f;
for ( s32 tile_y = min_tile_y; tile_y <= max_tile_x; ++ tile_y )
{
for ( s32 tile_x = min_tile_x; tile_x <= max_tile_x; ++ tile_x )
{
TileMapPos test_tile_pos = centered_tile_point( tile_x, tile_y, new_pos.tile_z );
s32 tile_value = TileMap_get_tile_value( tile_map, test_tile_pos );
if ( TileMap_is_tile_value_empty( tile_value ) )
{
Vec2 tile_xy_in_meters = Vec2 { tile_map->tile_size_in_meters, tile_map->tile_size_in_meters };
Vec2 min_corner = -0.5f * tile_xy_in_meters;
Vec2 max_corner = 0.5f * tile_xy_in_meters;
TileMapPos rel_new_player_pos = subtract( test_tile_pos, new_pos );
// TODO(Ed) : Test all four walls and take the minimum Z
/*
ts = wx -p0x * 1/dx
wall_x - start_pos_x * 1 / distance_interval_x
result = wall.x - rel_new_player_pos.rel_pos.x * 1 / entity->velocity;
*/
test_wall( min_corner.x, rel_new_player_pos.rel_pos.x, Vec2 { min_corner.y, max_corner.y }, );
}
}
}
entity->position = new_pos;
}
#endif
b32 on_new_tile = TileMap_are_on_same_tile( & entity->position, & old_pos );
if ( ! on_new_tile )
{
u32 new_tile_value = TileMap_get_tile_value( tile_map, entity->position );
if ( new_tile_value == 3 )
{
++ entity->position.tile_z;
}
else if ( new_tile_value == 4 )
{
-- entity->position.tile_z;
}
}
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using hh::EFacingDirection;
using hh::FacingDirection_Front;
using hh::FacingDirection_Back;
using hh::FacingDirection_Left;
using hh::FacingDirection_Right;
if ( is_nearly_zero( entity->velocity.x ) && is_nearly_zero( entity->velocity.y ) )
{
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// Note(Ed): Leave facing directiona alone
}
else if ( abs( entity->velocity.x ) > abs( entity->velocity.y ) )
{
if ( entity->velocity.x > 0 )
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{
entity->facing_direction = FacingDirection_Right;
}
else
{
entity->facing_direction = FacingDirection_Left;
}
}
else if ( abs( entity->velocity.x ) < abs( entity->velocity.y ) )
{
if ( entity->velocity.y >= 0 )
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{
entity->facing_direction = FacingDirection_Back;
}
else
{
entity->facing_direction = FacingDirection_Front;
}
}
if ( state->jump_time > 0.f )
{
state->jump_time -= delta_time;
}
else
{
state->jump_time = 0.f;
state->mid_jump = false;
}
if ( ! state->mid_jump && actions->jump )
{
state->jump_time = 1.f;
state->mid_jump = true;
}
}
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void render_player( hh::Entity* entity, World* world, hh::GameState* gs, OffscreenBuffer* back_buffer )
{
Vec2 screen_center = get_screen_center( back_buffer );
f32 player_red = 0.7f;
f32 player_green = 0.7f;
f32 player_blue = 0.3f;
f32 player_half_width = entity->width / 2.f;
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if ( entity->position.tile_z != gs->camera_pos.tile_z )
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return;
TileMapPos player_to_camera = subtract( entity->position, gs->camera_pos );
Vec2 player_to_screenspace {
player_to_camera.rel_pos.x + scast(f32, player_to_camera.tile_x) * world->tile_map->tile_size_in_meters,
-1 * (player_to_camera.rel_pos.y + scast(f32, player_to_camera.tile_y) * world->tile_map->tile_size_in_meters)
};
Pos2 player_ground_pos = cast( Pos2, screen_center + player_to_screenspace * world->tile_meters_to_pixels );
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hh::HeroBitmaps* hero_bitmaps = & gs->hero_bitmaps[entity->facing_direction];
#if 1
Vec2 player_collision_min {
player_ground_pos.x - player_half_width * world->tile_meters_to_pixels,
player_ground_pos.y - entity->height * world->tile_meters_to_pixels,
};
Vec2 player_collision_max {
player_ground_pos.x + player_half_width * world->tile_meters_to_pixels,
player_ground_pos.y
};
draw_rectangle( back_buffer
, player_collision_min, player_collision_max
, player_red, player_green, player_blue );
#endif
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
, & hero_bitmaps->torso );
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
, & hero_bitmaps->cape );
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if ( entity == get_entity( gs, gs->player_1.entity_id ) )
{
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - 125.f }
, & gs->mojito_head );
}
else
{
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
, & hero_bitmaps->head );
}
}
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Engine_API
void on_module_reload( Memory* memory, platform::ModuleAPI* platfom_api )
{
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Engine_Context = & rcast(EngineState*, memory->persistent)->context;
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}
Engine_API
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void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI* platform_api )
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{
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#if Build_Development
memory->active_snapshot_slot = 1;
memory->replay_mode = ReplayMode_Off;
memory->active_input_replay_file = {};
memory->engine_loop_active = false;
memory->game_loop_active = false;
#endif
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#if 0
for ( s32 slot = 0; slot < memory->Num_Snapshot_Slots; ++ slot )
{
// TODO(Ed) : Specify default file paths for saving slots ?
}
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#endif
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EngineState* state = rcast( EngineState*, memory->persistent );
assert( sizeof(EngineState) <= memory->persistent_size );
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Engine_Context = & state->context;
#if Build_Development
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state->auto_snapshot_interval = 60.f;
#endif
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state->tone_volume = 1000;
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state->x_offset = 0;
state->y_offset = 0;
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state->sample_wave_switch = false;
state->wave_tone_hz = 60;
state->sample_wave_sine_time = 0.f;
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state->renderer_paused = false;
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state->game_memory.persistent_size = memory->persistent_size / Memory::game_memory_factor;
state->game_memory.persistent = rcast(Byte*, memory->persistent) + state->game_memory.persistent_size;
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state->game_memory.transient_size = memory->transient_size / Memory::game_memory_factor;
state->game_memory.transient = rcast(Byte*, memory->transient) + state->game_memory.transient_size;
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World* world;
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// World setup
{
ssize world_arena_size = memory->engine_persistent_size() - sizeof(EngineState);
Byte* world_arena_storage = memory->persistent + sizeof(EngineState);
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MemoryArena::init( & state->world_arena, world_arena_size, world_arena_storage );
//state->world = MemoryArena_push_struct( & state->world_arena, World);
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state->context.world = state->world_arena.push_struct( World );
world = state->context.world;
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TileMap* tile_map = state->world_arena.push_struct( TileMap );
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world->tile_map = tile_map;
tile_map->chunk_shift = 4;
tile_map->chunk_mask = (1 << tile_map->chunk_shift) - 1;
tile_map->chunk_dimension = (1 << tile_map->chunk_shift);
tile_map->tile_chunks_num_x = 128;
tile_map->tile_chunks_num_y = 128;
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tile_map->tile_chunks_num_z = 2;
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ssize num_chunks = tile_map->tile_chunks_num_x * tile_map->tile_chunks_num_y * tile_map->tile_chunks_num_z;
tile_map->chunks = state->world_arena.push_array( TileChunk, num_chunks );
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//TileChunk temp_chunk;
//temp_chunk.tiles = rcast( u32*, & temp_tiles );
//tile_map->chunks = & temp_chunk;
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tile_map->tile_size_in_meters = 1.4f;
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world->tile_size_in_pixels = 80;
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world->tile_meters_to_pixels = scast(f32, world->tile_size_in_pixels) / tile_map->tile_size_in_meters;
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f32 tile_size_in_pixels = scast(f32, world->tile_size_in_pixels);
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world->tile_lower_left_x = -( tile_size_in_pixels * 0.5f);
world->tile_lower_left_y = +( tile_size_in_pixels * 0.25f) + scast(f32, back_buffer->height);
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world->tiles_per_screen_x = 17;
world->tiles_per_screen_y = 9;
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u32 screen_x = 0;
u32 screen_y = 0;
u32 rng_index = 0;
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b32 door_left = false;
b32 door_right = false;
b32 door_top = false;
b32 door_bottom = false;
b32 door_up = false;
b32 door_down = false;
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u32 abs_tile_z = 0;
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for ( u32 screen_index = 0; screen_index < 100; ++ screen_index )
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{
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// TODO(Ed) : We need a proper RNG.
assert( rng_index < array_count(RNG_Table) )
u32 random_choice;
if ( door_up || door_down )
{
random_choice = RNG_Table[ rng_index ] % 2;
}
else
{
random_choice = RNG_Table[ rng_index ] % 3;
}
++ rng_index;
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b32 created_z_door = false;
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if ( random_choice == 2 )
{
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created_z_door = true;
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if ( abs_tile_z == 0 )
{
door_up = true;
}
else
{
door_down = true;
}
}
else if ( random_choice == 1 )
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{
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door_right = true;
}
else
{
door_top = true;
}
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for (s32 tile_y = 0; tile_y < world->tiles_per_screen_y; ++ tile_y )
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{
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for ( s32 tile_x = 0; tile_x < world->tiles_per_screen_x; ++ tile_x )
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{
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s32 abs_tile_x = screen_x * world->tiles_per_screen_x + tile_x;
s32 abs_tile_y = screen_y * world->tiles_per_screen_y + tile_y;
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s32 tile_value = 1;
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b32 in_middle_x = tile_x == (world->tiles_per_screen_x / 2);
b32 in_middle_y = tile_y == (world->tiles_per_screen_y / 2);
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b32 on_right = tile_x == (world->tiles_per_screen_x - 1);
b32 on_left = tile_x == 0;
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b32 on_bottom = tile_y == 0;
b32 on_top = tile_y == (world->tiles_per_screen_y - 1);
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if ( on_left && (! in_middle_y || ! door_left ))
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{
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tile_value = 2;
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}
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if ( on_right && (! in_middle_y || ! door_right ))
{
tile_value = 2;
}
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if ( on_bottom && (! in_middle_x || ! door_bottom ))
{
tile_value = 2;
}
if ( on_top && (! in_middle_x || ! door_top ))
{
tile_value = 2;
}
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if ( tile_x == 6 && tile_y == 6 )
{
if ( door_up )
{
tile_value = 3;
}
else if ( door_down )
{
tile_value = 4;
}
}
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// u32 tile_value = tile_x == tile_y && tile_y % 2 ? 1 : 0;
TileMap_set_tile_value( & state->world_arena, world->tile_map, abs_tile_x, abs_tile_y, abs_tile_z, tile_value );
}
}
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door_left = door_right;
door_bottom = door_top;
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if ( created_z_door )
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{
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door_down = ! door_down;
door_up = ! door_up;
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}
else
{
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door_up = false;
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door_down = false;
}
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door_right = false;
door_top = false;
if ( random_choice == 2 )
{
if ( abs_tile_z == 0 )
{
abs_tile_z = 1;
}
else
{
abs_tile_z = 0;
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}
}
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else if ( random_choice == 1 )
{
screen_x += 1;
}
else
{
screen_y += 1;
}
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}
}
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hh::GameState* gs = rcast( hh::GameState*, state->game_memory.persistent );
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assert( sizeof(hh::GameState) <= state->game_memory.persistent_size );
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// Personally made assets
{
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StrPath path_test_bg {};
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path_test_bg.concat( platform_api->path_content, str_ascii("test_background.bmp") );
gs->test_bg = load_bmp( platform_api, path_test_bg );
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StrPath path_mojito {};
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path_mojito.concat( platform_api->path_content, str_ascii("mojito.bmp") );
gs->mojito = load_bmp( platform_api, path_mojito );
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StrPath path_mojito_head {};
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path_mojito_head.concat( platform_api->path_content, str_ascii("mojito_head.bmp") );
gs->mojito_head = load_bmp( platform_api, path_mojito_head );
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StrPath path_debug_bitmap {};
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path_debug_bitmap.concat( platform_api->path_content, str_ascii("debug_bitmap2.bmp") );
gs->debug_bitmap = load_bmp( platform_api, path_debug_bitmap );
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}
// Offical assets
{
StrPath path_test_bg_hh;
path_test_bg_hh.concat( platform_api->path_content, str_ascii("offical/test/test_background.bmp"));
gs->test_bg_hh = load_bmp( platform_api, path_test_bg_hh );
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#define path_test "offical\\test\\"
constexpr char const subpath_hero_front_head[] = path_test "test_hero_front_head.bmp";
constexpr char const subpath_hero_back_head [] = path_test "test_hero_back_head.bmp";
constexpr char const subpath_hero_right_head[] = path_test "test_hero_right_head.bmp";
constexpr char const subpath_hero_left_head [] = path_test "test_hero_left_head.bmp";
constexpr char const subpath_hero_front_cape[] = path_test "test_hero_front_cape.bmp";
constexpr char const subpath_hero_back_cape [] = path_test "test_hero_back_cape.bmp";
constexpr char const subpath_hero_left_cape [] = path_test "test_hero_left_cape.bmp";
constexpr char const subpath_hero_right_cape[] = path_test "test_hero_right_cape.bmp";
constexpr char const subpath_hero_front_torso[] = path_test "test_hero_front_torso.bmp";
constexpr char const subpath_hero_back_torso [] = path_test "test_hero_back_torso.bmp";
constexpr char const subpath_hero_left_torso [] = path_test "test_hero_left_torso.bmp";
constexpr char const subpath_hero_right_torso[] = path_test "test_hero_right_torso.bmp";
#undef path_test
#define load_bmp_asset( sub_path, container ) \
{ \
StrPath path {}; \
path.concat( platform_api->path_content, str_ascii( sub_path ) ); \
container = load_bmp( platform_api, path ); \
}
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using hh::FacingDirection_Front;
using hh::FacingDirection_Back;
using hh::FacingDirection_Left;
using hh::FacingDirection_Right;
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load_bmp_asset( subpath_hero_front_head, gs->hero_bitmaps[FacingDirection_Front].head );
load_bmp_asset( subpath_hero_back_head, gs->hero_bitmaps[FacingDirection_Back ].head );
load_bmp_asset( subpath_hero_left_head, gs->hero_bitmaps[FacingDirection_Left ].head );
load_bmp_asset( subpath_hero_right_head, gs->hero_bitmaps[FacingDirection_Right].head );
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load_bmp_asset( subpath_hero_front_cape, gs->hero_bitmaps[FacingDirection_Front].cape );
load_bmp_asset( subpath_hero_back_cape, gs->hero_bitmaps[FacingDirection_Back ].cape );
load_bmp_asset( subpath_hero_left_cape, gs->hero_bitmaps[FacingDirection_Left ].cape );
load_bmp_asset( subpath_hero_right_cape, gs->hero_bitmaps[FacingDirection_Right].cape );
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load_bmp_asset( subpath_hero_front_torso, gs->hero_bitmaps[FacingDirection_Front].torso );
load_bmp_asset( subpath_hero_back_torso, gs->hero_bitmaps[FacingDirection_Back ].torso );
load_bmp_asset( subpath_hero_left_torso, gs->hero_bitmaps[FacingDirection_Left ].torso );
load_bmp_asset( subpath_hero_right_torso, gs->hero_bitmaps[FacingDirection_Right].torso );
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s32 align_x = 0;
s32 align_y = 76;
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gs->hero_bitmaps[FacingDirection_Front].align_x = align_x;
gs->hero_bitmaps[FacingDirection_Back ].align_x = align_x;
gs->hero_bitmaps[FacingDirection_Left ].align_x = align_x;
gs->hero_bitmaps[FacingDirection_Right].align_x = align_x;
gs->hero_bitmaps[FacingDirection_Front].align_y = align_y;
gs->hero_bitmaps[FacingDirection_Back ].align_y = align_y;
gs->hero_bitmaps[FacingDirection_Left ].align_y = align_y;
gs->hero_bitmaps[FacingDirection_Right].align_y = align_y;
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#undef load_bmp_asset
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}
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gs->camera_pos.tile_x = world->tiles_per_screen_x / 2;
gs->camera_pos.tile_y = world->tiles_per_screen_y / 2;
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using hh::FacingDirection_Front;
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// gs->player_1 = {};
// gs->player_2 = {};
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gs->camera_assigned_entity_id = gs->player_1.entity_id;
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}
Engine_API
void shutdown( Memory* memory, platform::ModuleAPI* platform_api )
{
}
Engine_API
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void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back_buffer
, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
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{
EngineState* state = rcast( EngineState*, memory->persistent );
// TODO(Ed): This can get unscoped when the handmade module impl is offloaded
// Engine Update
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{
assert( sizeof(EngineState) <= memory->persistent_size );
state->context.delta_time = delta_time;
// Engine auto_snapshot
#if Build_Development
{
state->auto_snapshot_timer += delta_time;
if ( state->auto_snapshot_timer >= state->auto_snapshot_interval )
{
state->auto_snapshot_timer = 0.f;
s32 current_slot = memory->active_snapshot_slot;
memory->active_snapshot_slot = 0;
take_engine_snapshot( memory, platform_api );
memory->active_snapshot_slot = current_slot;
state->auto_snapshot_timer = 0.f;
}
}
#endif
EngineActions engine_actions {};
input_poll_engine_actions( input, & engine_actions );
#if Build_Development
if ( engine_actions.load_auto_snapshot )
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{
s32 current_slot = memory->active_snapshot_slot;
memory->active_snapshot_slot = 0;
load_engine_snapshot( memory, platform_api );
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memory->active_snapshot_slot = current_slot;
}
// Ease of use: Allow user to press L key without shift if engine loop recording is active.
engine_actions.loop_mode_engine |= engine_actions.loop_mode_game && memory->engine_loop_active;
if ( engine_actions.loop_mode_engine && ! memory->game_loop_active )
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{
process_loop_mode( & take_engine_snapshot, & load_engine_snapshot, memory, state, input, platform_api );
memory->engine_loop_active = memory->replay_mode > ReplayMode_Off;
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}
// Input recording and playback for engine state
if ( memory->engine_loop_active )
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{
if ( memory->replay_mode == ReplayMode_Record )
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{
record_input( memory, input, platform_api );
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}
if ( memory->replay_mode == ReplayMode_Playback )
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{
play_input( & load_engine_snapshot, memory, input, platform_api );
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}
}
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#endif
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// Process Engine Actions
{
state->x_offset += 3 * engine_actions.move_right;
state->x_offset -= 3 * engine_actions.move_left;
state->y_offset += 3 * engine_actions.move_down;
state->y_offset -= 3 * engine_actions.move_up;
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if ( engine_actions.raise_volume )
{
state->tone_volume += 10;
}
if ( engine_actions.lower_volume )
{
state->tone_volume -= 10;
if ( state->tone_volume <= 0 )
state->tone_volume = 0;
}
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if ( engine_actions.raise_tone_hz )
{
state->wave_tone_hz += 1;
}
if ( engine_actions.lower_tone_hz )
{
state->wave_tone_hz -= 1;
if ( state->wave_tone_hz <= 0 )
state->wave_tone_hz = 1;
}
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if ( engine_actions.toggle_wave_tone )
{
state->sample_wave_switch ^= true;
}
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#if Build_Development
if ( engine_actions.loop_mode_game && ! memory->engine_loop_active )
{
process_loop_mode( & take_game_snapshot, & load_game_snapshot, memory, state, input, platform_api );
memory->game_loop_active = memory->replay_mode > ReplayMode_Off;
}
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if ( engine_actions.pause_renderer )
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{
if ( state->renderer_paused )
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{
platform_api->debug_set_pause_rendering(false);
state->renderer_paused = false;
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}
else
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{
platform_api->debug_set_pause_rendering(true);
state->renderer_paused = true;
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}
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}
if ( ! memory->game_loop_active )
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{
if ( engine_actions.set_snapshot_slot_1 ) memory->active_snapshot_slot = 1;
if ( engine_actions.set_snapshot_slot_2 ) memory->active_snapshot_slot = 2;
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}
#endif
}
#if Build_Development
if ( ! memory->engine_loop_active )
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{
// Input recording and playback for game state
if ( memory->replay_mode == ReplayMode_Record )
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{
record_input( memory, input, platform_api );
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}
if ( memory->replay_mode == ReplayMode_Playback )
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{
play_input( & load_game_snapshot, memory, input, platform_api );
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}
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}
#endif
}
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hh::GameState* gs = rcast( hh::GameState*, state->game_memory.persistent );
update_player_controllers( gs, input );
input_poll_player_actions( & gs->player_1, 0 );
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input_poll_player_actions( & gs->player_2, 1 );
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World* world = state->context.world;
TileMap* tile_map = world->tile_map;
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update_player( & gs->player_1, delta_time, world, gs );
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update_player( & gs->player_2, delta_time, world, gs );
// TODO(Ed) : Move to handmade module?
// Camera Update
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if ( gs->camera_assigned_entity_id )
{
hh::Entity* entity_followed = get_entity( gs, gs->camera_assigned_entity_id );
TileMapPos player_to_camera = subtract( entity_followed->position, gs->camera_pos );
gs->camera_pos.tile_z = entity_followed->position.tile_z;
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if ( player_to_camera.tile_x > world->tiles_per_screen_x / 2 )
{
gs->camera_pos.tile_x += world->tiles_per_screen_x;
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}
if ( player_to_camera.tile_y > world->tiles_per_screen_y / 2 )
{
gs->camera_pos.tile_y += world->tiles_per_screen_y;
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}
if ( player_to_camera.tile_x < -world->tiles_per_screen_x / 2 )
{
gs->camera_pos.tile_x -= world->tiles_per_screen_x;
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}
if ( player_to_camera.tile_y < -world->tiles_per_screen_y / 2 )
{
gs->camera_pos.tile_y -= world->tiles_per_screen_y;
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}
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}
Vec2 screen_center = get_screen_center( back_buffer );
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// Background & Tile Render relative to assigned entity
// void render_bg_and_level( ... )
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{
hh::Entity* entity_followed = get_entity( gs, gs->camera_assigned_entity_id );
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draw_rectangle( back_buffer
, Zero(Vec2)
, { scast(f32, back_buffer->width), scast(f32, back_buffer->height) }
, 1.f, 0.24f, 0.24f );
draw_bitmap( back_buffer, screen_center, & gs->test_bg );
draw_bitmap( back_buffer, screen_center, & gs->test_bg_hh );
// Screen Camera
for ( s32 relative_row = -10; relative_row < +10; ++ relative_row )
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{
for ( s32 relative_col = -20; relative_col < +20; ++ relative_col )
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{
s32 col = gs->camera_pos.tile_x + relative_col;
s32 row = gs->camera_pos.tile_y + relative_row;
s32 tile_id = TileMap_get_tile_value( tile_map, col, row, gs->camera_pos.tile_z );
f32 color[3] = { 0.15f, 0.15f, 0.15f };
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if ( tile_id > 1 || (entity_followed && row == entity_followed->position.tile_y && col == entity_followed->position.tile_x) )
// if ( tile_id > 1 )
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{
if ( tile_id == 2 )
{
color[0] = 0.42f;
color[1] = 0.42f;
color[2] = 0.52f;
}
if ( tile_id == 3 )
{
color[0] = 0.02f;
color[1] = 0.02f;
color[2] = 0.02f;
}
if ( tile_id == 4 )
{
color[0] = 0.42f;
color[1] = 0.62f;
color[2] = 0.42f;
}
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if ( entity_followed && row == entity_followed->position.tile_y && col == entity_followed->position.tile_x )
{
color[0] = 0.44f;
color[1] = 0.3f;
color[2] = 0.3f;
}
f32 tile_size_in_pixels = scast(f32, world->tile_size_in_pixels);
Vec2 tile_pixel_size = { tile_size_in_pixels * 0.5f, tile_size_in_pixels * 0.5f };
Pos2 center {
screen_center.x + scast(f32, relative_col) * tile_size_in_pixels - gs->camera_pos.rel_pos.x * world->tile_meters_to_pixels,
screen_center.y - scast(f32, relative_row) * tile_size_in_pixels + gs->camera_pos.rel_pos.y * world->tile_meters_to_pixels
};
Pos2 min = center - cast( Pos2, tile_pixel_size );
Pos2 max = center + cast( Pos2, tile_pixel_size );
draw_rectangle( back_buffer
, min, max
, color[0], color[1], color[2] );
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}
}
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}
}
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// Bad bitmap test
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#if 0
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{
u32* src = gs->mojito_head.pixels;
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u32* dst = rcast(u32*, back_buffer->memory);
for ( s32 y = 0; y < gs->mojito_head.height; ++ y )
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{
for ( s32 x = 0; x < gs->mojito_head.width; ++ x )
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{
*dst = *src;
++ dst;
++ src;
}
}
}
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#endif
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// Render Entities
{
s32 id = array_count(gs->entities);
hh::Entity* entity = gs->entities;
for (; id; -- id, ++ entity )
{
if ( ! entity->exists )
continue;
switch ( entity->kind )
{
case hh::EntityKind_Hero:
render_player( entity, world, gs, back_buffer );
}
}
}
// Snapshot Visual Aid
#if Build_Development
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{
// Auto-Snapshot percent bar
if (1)
{
f32 snapshot_percent_x = ((state->auto_snapshot_timer / state->auto_snapshot_interval)) * (f32)back_buffer->width / 4.f;
draw_rectangle( back_buffer
, Zero(Vec2)
, { snapshot_percent_x, 10.f }
, 0.f, 0.15f, 0.35f );
}
// Replay indicator
if ( memory->replay_mode == ReplayMode_Record )
{
hh::Entity* entity_followed = get_entity( gs, gs->camera_assigned_entity_id );
// TODO(Ed) : We're prob going to need a better indicator for recording...
draw_rectangle( back_buffer
, { entity_followed->position.rel_pos.x + 50.f, entity_followed->position.rel_pos.y - 50.f }
, { entity_followed->position.rel_pos.x + 10.f, entity_followed->position.rel_pos.y + 40.f }
, 1.f, 1.f, 1.f );
}
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}
#endif
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// Mouse Debug
{
// Mouse Position
if ( 0 )
{
draw_rectangle( back_buffer
, { (f32)input->mouse->X.end, (f32)input->mouse->Y.end }
, { (f32)input->mouse->X.end + 10.f, (f32)input->mouse->Y.end + 10.f }
, 1.f, 1.f, 0.f );
}
// Mouse buttons test
#if 0
{
if ( input->controllers[0].mouse->left.ended_down == true )
render_player( back_buffer, 5, 5 );
if ( input->controllers[0].mouse->middle.ended_down == true )
render_player( back_buffer, 5, 20 );
if ( input->controllers[0].mouse->right.ended_down == true )
render_player( back_buffer, 5, 35 );
}
#endif
}
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}
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Engine_API
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void update_audio( f32 delta_time, AudioBuffer* audio_buffer, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
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{
EngineState* state = rcast( EngineState*, memory->persistent );
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do_once_start
do_once_end
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// TODO(Ed) : Allow sample offsets here for more robust platform options
if ( ! state->sample_wave_switch )
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output_sound( state, audio_buffer, sine_wave_sample_value );
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else
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output_sound( state, audio_buffer, square_wave_sample_value );
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}
NS_ENGINE_END
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#undef pressed