Day 39 complete

This commit is contained in:
2023-10-21 22:21:53 -04:00
parent e721ee0536
commit 193b71ff92
9 changed files with 261 additions and 85 deletions

View File

@ -249,8 +249,8 @@ void draw_bitmap( OffscreenBuffer* buffer
s32 max_x = round( pos_x ) + half_width;
s32 max_y = round( pos_y ) + half_height;
s32 bmp_start_x = min_x < 0 ? min_x * -1 : 0;
u32 bmp_start_y = min_y < 0 ? bitmap->height + min_y - 1 : bitmap->height - 1;
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 buffer_width = buffer->width;
s32 buffer_height = buffer->height;
@ -268,12 +268,12 @@ void draw_bitmap( OffscreenBuffer* buffer
u8* dst_row = rcast(u8*, buffer->memory )
+ min_x * buffer->bytes_per_pixel
+ min_y * buffer->pitch;
u32* src_row = bitmap->pixels + bitmap->width * (bitmap->height - 1);
u32* src_row = bitmap->pixels + bitmap->width * bmp_offset_y;
for ( s32 y = min_y; y < max_y; ++ y )
{
u32* dst = rcast(u32*, dst_row);
u32* src = src_row;
u32* src = src_row + bmp_offset_x;
for ( s32 x = min_x; x < max_x; ++ x )
{
@ -418,8 +418,8 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
state->x_offset = 0;
state->y_offset = 0;
state->sample_wave_switch = false;
state->wave_tone_hz = 60;
state->sample_wave_switch = false;
state->wave_tone_hz = 60;
state->sample_wave_sine_time = 0.f;
state->renderer_paused = false;
@ -457,7 +457,7 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
//tile_map->chunks = & temp_chunk;
tile_map->tile_size_in_meters = 1.4f;
world->tile_size_in_pixels = 85;
world->tile_size_in_pixels = 80;
world->tile_meters_to_pixels = scast(f32, world->tile_size_in_pixels) / tile_map->tile_size_in_meters;
f32 tile_size_in_pixels = scast(f32, world->tile_size_in_pixels);
@ -465,8 +465,8 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
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);
u32 tiles_per_screen_x = 17;
u32 tiles_per_screen_y = 9;
world->tiles_per_screen_x = 17;
world->tiles_per_screen_y = 9;
u32 screen_x = 0;
u32 screen_y = 0;
@ -518,23 +518,23 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
door_top = true;
}
for (u32 tile_y = 0; tile_y < tiles_per_screen_y; ++ tile_y )
for (s32 tile_y = 0; tile_y < world->tiles_per_screen_y; ++ tile_y )
{
for ( u32 tile_x = 0; tile_x < tiles_per_screen_x; ++ tile_x )
for ( s32 tile_x = 0; tile_x < world->tiles_per_screen_x; ++ tile_x )
{
u32 abs_tile_x = screen_x * tiles_per_screen_x + tile_x;
u32 abs_tile_y = screen_y * tiles_per_screen_y + tile_y;
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;
u32 tile_value = 1;
s32 tile_value = 1;
bool in_middle_x = tile_x == (tiles_per_screen_x / 2);
bool in_middle_y = tile_y == (tiles_per_screen_y / 2);
bool in_middle_x = tile_x == (world->tiles_per_screen_x / 2);
bool in_middle_y = tile_y == (world->tiles_per_screen_y / 2);
bool on_right = tile_x == (tiles_per_screen_x - 1);
bool on_right = tile_x == (world->tiles_per_screen_x - 1);
bool on_left = tile_x == 0;
bool on_bottom = tile_y == 0;
bool on_top = tile_y == (tiles_per_screen_y - 1);
bool on_top = tile_y == (world->tiles_per_screen_y - 1);
if ( on_left && (! in_middle_y || ! door_left ))
{
@ -615,19 +615,19 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
// Personally made assets
{
StrPath path_test_bg;
StrPath path_test_bg {};
path_test_bg.concat( platform_api->path_content, str_ascii("test_background.bmp") );
game_state->test_bg = load_bmp( platform_api, path_test_bg );
StrPath path_mojito;
StrPath path_mojito {};
path_mojito.concat( platform_api->path_content, str_ascii("mojito.bmp") );
game_state->mojito = load_bmp( platform_api, path_mojito );
StrPath path_mojito_head;
StrPath path_mojito_head {};
path_mojito_head.concat( platform_api->path_content, str_ascii("mojito_head.bmp") );
game_state->mojito_head = load_bmp( platform_api, path_mojito_head );
StrPath path_debug_bitmap;
StrPath path_debug_bitmap {};
path_debug_bitmap.concat( platform_api->path_content, str_ascii("debug_bitmap2.bmp") );
game_state->debug_bitmap = load_bmp( platform_api, path_debug_bitmap );
}
@ -638,19 +638,69 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
path_test_bg_hh.concat( platform_api->path_content, str_ascii("offical/test/test_background.bmp"));
game_state->test_bg_hh = load_bmp( platform_api, path_test_bg_hh );
StrPath path_hero_front_head;
path_hero_front_head.concat( platform_api->path_content, str_ascii("offical/test/test_hero_front_head.bmp"));
game_state->hero_front_head = load_bmp( platform_api, path_hero_front_head );
#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";
StrPath path_hero_front_cape;
path_hero_front_cape.concat( platform_api->path_content, str_ascii("offical/test/test_hero_front_cape.bmp"));
game_state->hero_front_cape = load_bmp( platform_api, path_hero_front_cape );
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";
StrPath path_hero_front_torso;
path_hero_front_torso.concat( platform_api->path_content, str_ascii("offical/test/test_hero_front_torso.bmp"));
game_state->hero_front_torso = load_bmp( platform_api, path_hero_front_torso );
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 ); \
}
using hh::HeroBitmaps_Front;
using hh::HeroBitmaps_Back;
using hh::HeroBitmaps_Left;
using hh::HeroBitmaps_Right;
load_bmp_asset( subpath_hero_front_head, game_state->hero_bitmaps[HeroBitmaps_Front].head );
load_bmp_asset( subpath_hero_back_head, game_state->hero_bitmaps[HeroBitmaps_Back ].head );
load_bmp_asset( subpath_hero_left_head, game_state->hero_bitmaps[HeroBitmaps_Left ].head );
load_bmp_asset( subpath_hero_right_head, game_state->hero_bitmaps[HeroBitmaps_Right].head );
load_bmp_asset( subpath_hero_front_cape, game_state->hero_bitmaps[HeroBitmaps_Front].cape );
load_bmp_asset( subpath_hero_back_cape, game_state->hero_bitmaps[HeroBitmaps_Back ].cape );
load_bmp_asset( subpath_hero_left_cape, game_state->hero_bitmaps[HeroBitmaps_Left ].cape );
load_bmp_asset( subpath_hero_right_cape, game_state->hero_bitmaps[HeroBitmaps_Right].cape );
load_bmp_asset( subpath_hero_front_torso, game_state->hero_bitmaps[HeroBitmaps_Front].torso );
load_bmp_asset( subpath_hero_back_torso, game_state->hero_bitmaps[HeroBitmaps_Back ].torso );
load_bmp_asset( subpath_hero_left_torso, game_state->hero_bitmaps[HeroBitmaps_Left ].torso );
load_bmp_asset( subpath_hero_right_torso, game_state->hero_bitmaps[HeroBitmaps_Right].torso );
s32 align_x = 0;
s32 align_y = 76;
game_state->hero_bitmaps[HeroBitmaps_Front].align_x = align_x;
game_state->hero_bitmaps[HeroBitmaps_Back ].align_x = align_x;
game_state->hero_bitmaps[HeroBitmaps_Left ].align_x = align_x;
game_state->hero_bitmaps[HeroBitmaps_Right].align_x = align_x;
game_state->hero_bitmaps[HeroBitmaps_Front].align_y = align_y;
game_state->hero_bitmaps[HeroBitmaps_Back ].align_y = align_y;
game_state->hero_bitmaps[HeroBitmaps_Left ].align_y = align_y;
game_state->hero_bitmaps[HeroBitmaps_Right].align_y = align_y;
#undef load_bmp_asset
game_state->hero_direction = HeroBitmaps_Front;
}
game_state->camera_pos.tile_x = state->world->tiles_per_screen_x / 2;
game_state->camera_pos.tile_y = state->world->tiles_per_screen_y / 2;
hh::PlayerState* player = & game_state->player_state;
player->position.tile_x = 4;
player->position.tile_y = 4;
@ -822,6 +872,12 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
f32 player_half_width = player->width / 2.f;
f32 player_quarter_height = player->height / 4.f;
using hh::EHeroBitmapsDirection;
using hh::HeroBitmaps_Front;
using hh::HeroBitmaps_Back;
using hh::HeroBitmaps_Left;
using hh::HeroBitmaps_Right;
input_poll_player_actions( input, & player_actions );
{
f32 move_speed = 6.f;
@ -848,8 +904,8 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
b32 valid_new_pos = true;
{
TileMapPosition test_pos = {
new_player_pos_x, new_player_pos_y,
player->position.tile_x, player->position.tile_y, player->position.tile_z
new_player_pos_x, new_player_pos_y,
player->position.tile_x, player->position.tile_y, player->position.tile_z
};
test_pos = recannonicalize_position( tile_map, test_pos );
@ -886,10 +942,9 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
if ( valid_new_pos )
{
TileMapPosition new_pos = {
new_player_pos_x, new_player_pos_y,
player->position.tile_x, player->position.tile_y, player->position.tile_z
new_player_pos_x, new_player_pos_y,
player->position.tile_x, player->position.tile_y, player->position.tile_z
};
new_pos = recannonicalize_position( tile_map, new_pos );
@ -909,6 +964,23 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
}
player->position = new_pos;
if ( player_actions.player_y_move_digital > 0 || player_actions.player_y_move_analog > 0 )
{
game_state->hero_direction = HeroBitmaps_Back;
}
if ( player_actions.player_y_move_digital < 0 || player_actions.player_y_move_analog < 0 )
{
game_state->hero_direction = HeroBitmaps_Front;
}
if ( player_actions.player_x_move_digital > 0 || player_actions.player_x_move_analog > 0 )
{
game_state->hero_direction = HeroBitmaps_Right;
}
if ( player_actions.player_x_move_digital < 0 || player_actions.player_x_move_analog < 0 )
{
game_state->hero_direction = HeroBitmaps_Left;
}
}
if ( player->jump_time > 0.f )
@ -926,25 +998,46 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
player->jump_time = 1.f;
player->mid_jump = true;
}
TileMapPosition player_to_camera = subtract( player->position, game_state->camera_pos );
game_state->camera_pos.tile_z = player->position.tile_z;
if ( player_to_camera.tile_x > world->tiles_per_screen_x / 2 )
{
game_state->camera_pos.tile_x += world->tiles_per_screen_x;
}
if ( player_to_camera.tile_y > world->tiles_per_screen_y / 2 )
{
game_state->camera_pos.tile_y += world->tiles_per_screen_y;
}
if ( player_to_camera.tile_x < -world->tiles_per_screen_x / 2 )
{
game_state->camera_pos.tile_x -= world->tiles_per_screen_x;
}
if ( player_to_camera.tile_y < -world->tiles_per_screen_y / 2 )
{
game_state->camera_pos.tile_y -= world->tiles_per_screen_y;
}
}
draw_rectangle( back_buffer
, 0.f, 0.f
, scast(f32, back_buffer->width), scast(f32, back_buffer->height)
, 1.f, 0.24f, 0.24f );
draw_bitmap( back_buffer
, scast(f32, back_buffer->width) / 2.f, scast(f32, back_buffer->height) / 2.f
, & game_state->test_bg
);
draw_bitmap( back_buffer
, scast(f32, back_buffer->width) / 2.f, scast(f32, back_buffer->height) / 2.f
, & game_state->test_bg_hh
);
draw_bitmap( back_buffer
, scast(f32, back_buffer->width) / 2.5f, scast(f32, back_buffer->height) / 2.5f
, & game_state->hero_front_head
);
// Scrolling
// Screen Camera
f32 screen_center_x = 0.5f * scast(f32, back_buffer->width);
f32 screen_center_y = 0.5f * scast(f32, back_buffer->height);
@ -952,13 +1045,14 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
{
for ( s32 relative_col = -20; relative_col < +20; ++ relative_col )
{
u32 col = player->position.tile_x + relative_col;
u32 row = player->position.tile_y + relative_row;
s32 col = game_state->camera_pos.tile_x + relative_col;
s32 row = game_state->camera_pos.tile_y + relative_row;
u32 tile_id = TileMap_get_tile_value( tile_map, col, row, player->position.tile_z );
s32 tile_id = TileMap_get_tile_value( tile_map, col, row, game_state->camera_pos.tile_z );
f32 color[3] = { 0.15f, 0.15f, 0.15f };
if ( tile_id > 1 || row == player->position.tile_y && col == player->position.tile_x )
// if ( tile_id > 1 )
{
if ( tile_id == 2 )
{
@ -986,8 +1080,8 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
color[2] = 0.3f;
}
f32 center_x = screen_center_x + scast(f32, relative_col) * tile_size_in_pixels - player->position.x * world->tile_meters_to_pixels;
f32 center_y = screen_center_y - scast(f32, relative_row) * tile_size_in_pixels + player->position.y * world->tile_meters_to_pixels;
f32 center_x = screen_center_x + scast(f32, relative_col) * tile_size_in_pixels - game_state->camera_pos.x * world->tile_meters_to_pixels;
f32 center_y = screen_center_y - scast(f32, relative_row) * tile_size_in_pixels + game_state->camera_pos.y * world->tile_meters_to_pixels;
f32 min_x = center_x - tile_size_in_pixels * 0.5f;
f32 min_y = center_y - tile_size_in_pixels * 0.5f;
@ -1024,21 +1118,39 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
f32 player_green = 0.7f;
f32 player_blue = 0.3f;
f32 player_tile_x_offset = screen_center_x + scast(f32, player->position.tile_x) * world->tile_meters_to_pixels + player->position.x * world->tile_meters_to_pixels;
f32 player_tile_y_offset = screen_center_y - scast(f32, player->position.tile_y) * world->tile_meters_to_pixels + player->position.y * world->tile_meters_to_pixels;
TileMapPosition player_to_camera = subtract( player->position, game_state->camera_pos );
f32 player_screen_pos_x = screen_center_x;
f32 player_screen_pos_y = screen_center_y;
f32 offcenter_amount_x = player_to_camera.x + scast(f32, player_to_camera.tile_x) * world->tile_map->tile_size_in_meters;
f32 offcenter_amount_y = player_to_camera.y + scast(f32, player_to_camera.tile_y) * world->tile_map->tile_size_in_meters;
offcenter_amount_x *= world->tile_meters_to_pixels;
offcenter_amount_y *= world->tile_meters_to_pixels * -1;
f32 player_ground_pos_x = screen_center_x + offcenter_amount_x;
f32 player_ground_pos_y = screen_center_y + offcenter_amount_y;
hh::HeroBitmaps* hero_bitmaps = & game_state->hero_bitmaps[game_state->hero_direction];
#if 1
draw_rectangle( back_buffer
, player_ground_pos_x - player_half_width * world->tile_meters_to_pixels, player_ground_pos_y - player->height * world->tile_meters_to_pixels
, player_ground_pos_x + player_half_width * world->tile_meters_to_pixels, player_ground_pos_y
, player_red, player_green, player_blue );
#endif
draw_bitmap( back_buffer
, player_screen_pos_x, player_screen_pos_y
, & game_state->mojito_head );
, 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 );
#if 0
draw_rectangle( back_buffer
, player_screen_pos_x - player_half_width * world->tile_meters_to_pixels, player_screen_pos_y - player->height * world->tile_meters_to_pixels
, player_screen_pos_x + player_half_width * world->tile_meters_to_pixels, player_screen_pos_y
, player_red, player_green, player_blue );
draw_bitmap( back_buffer
, player_ground_pos_x, player_ground_pos_y - 45.f
, & game_state->mojito_head );
#else
draw_bitmap( back_buffer
, player_ground_pos_x, player_ground_pos_y - scast(f32, hero_bitmaps->align_y)
, & hero_bitmaps->head );
#endif
// Auto-Snapshot percent bar

View File

@ -177,6 +177,9 @@ struct World
f32 tile_meters_to_pixels;
s32 tile_size_in_pixels;
s32 tiles_per_screen_x;
s32 tiles_per_screen_y;
TileMap* tile_map;
};

View File

@ -4,9 +4,24 @@
NS_ENGINE_BEGIN
inline
TileMapPosition subtract( TileMapPosition pos_a, TileMapPosition pos_b )
{
TileMapPosition result {
pos_a.x - pos_b.x,
pos_a.y - pos_b.y,
pos_a.tile_x - pos_b.tile_x,
pos_a.tile_y - pos_b.tile_y,
// TODO(Ed) : Think about how to handle z...
pos_a.tile_z - pos_b.tile_z
};
return result;
}
// TODO(Ed) : Consider moving (Casey wants to)
inline
void cannonicalize_coord( TileMap* tile_map, u32* tile_coord, f32* pos_coord )
void cannonicalize_coord( TileMap* tile_map, s32* tile_coord, f32* pos_coord )
{
assert( tile_map != nullptr );
assert( tile_coord != nullptr );
@ -15,7 +30,7 @@ void cannonicalize_coord( TileMap* tile_map, u32* tile_coord, f32* pos_coord )
// Note(Ed) : World is assumed to be a "torodial topology"
s32 offset = round( (* pos_coord) / tile_size );
u32 new_tile_coord = (* tile_coord) + offset;
s32 new_tile_coord = (* tile_coord) + offset;
f32 new_pos_coord = (* pos_coord) - scast(f32, offset) * tile_size;
assert( new_pos_coord >= -tile_size * 0.5f );
@ -38,9 +53,9 @@ TileMapPosition recannonicalize_position( TileMap* tile_map, TileMapPosition pos
}
inline
u32 TileChunk_get_tile_value( TileChunk* tile_chunk, TileMap* tile_map, u32 x, u32 y )
u32 TileChunk_get_tile_value( TileChunk* tile_chunk, TileMap* tile_map, s32 x, s32 y )
{
assert( tile_map != nullptr );
assert( tile_map != nullptr );
assert( tile_chunk != nullptr );
assert( x < tile_map->chunk_dimension );
assert( y < tile_map->chunk_dimension );
@ -50,7 +65,7 @@ u32 TileChunk_get_tile_value( TileChunk* tile_chunk, TileMap* tile_map, u32 x, u
}
inline
void TileChunk_set_tile_value( TileChunk* tile_chunk, TileMap* tile_map, u32 x, u32 y, u32 value)
void TileChunk_set_tile_value( TileChunk* tile_chunk, TileMap* tile_map, s32 x, s32 y, s32 value)
{
assert( tile_map != nullptr );
assert( tile_chunk != nullptr );
@ -130,7 +145,7 @@ b32 TileMap_is_point_empty( TileMap* tile_map, TileMapPosition position )
}
internal
void TileMap_set_tile_value( MemoryArena* arena, TileMap* tile_map, u32 abs_tile_x, u32 abs_tile_y, u32 abs_tile_z, u32 value )
void TileMap_set_tile_value( MemoryArena* arena, TileMap* tile_map, s32 abs_tile_x, s32 abs_tile_y, s32 abs_tile_z, s32 value )
{
TileChunkPosition chunk_pos = get_tile_chunk_position_for( tile_map, abs_tile_x, abs_tile_y, abs_tile_z );
TileChunk* chunk = TileMap_get_chunk( tile_map, chunk_pos.tile_chunk_x, chunk_pos.tile_chunk_y, chunk_pos.tile_chunk_z );
@ -140,7 +155,7 @@ void TileMap_set_tile_value( MemoryArena* arena, TileMap* tile_map, u32 abs_tile
if ( chunk->tiles == nullptr )
{
ssize num_tiles = tile_map->chunk_dimension * tile_map->chunk_dimension;
chunk->tiles = arena->push_array( u32, num_tiles );
chunk->tiles = arena->push_array( s32, num_tiles );
for ( ssize tile_index = 0; tile_index < num_tiles; ++ tile_index )
{

View File

@ -11,9 +11,11 @@
NS_ENGINE_BEGIN
// TODO(Ed) : I switch the tile coordinates to signed values, I'm clamping rn to force positive
struct TileChunk
{
u32* tiles;
s32* tiles;
};
/*
@ -21,14 +23,14 @@ struct TileChunk
*/
struct TileChunkPosition
{
u32 tile_chunk_x;
u32 tile_chunk_y;
u32 tile_chunk_z;
s32 tile_chunk_x;
s32 tile_chunk_y;
s32 tile_chunk_z;
// "Chunk-relative (x, y)
u32 tile_x;
u32 tile_y;
s32 tile_x;
s32 tile_y;
};
struct TileMap
@ -41,9 +43,9 @@ struct TileMap
f32 tile_size_in_meters;
// TODO(Ed) : Real sparseness ? (not use the giant pointer array)
u32 chunk_shift;
u32 chunk_mask;
u32 chunk_dimension;
s32 chunk_shift;
s32 chunk_mask;
s32 chunk_dimension;
TileChunk* chunks;
};
@ -58,9 +60,9 @@ struct TileMapPosition
// Fixed point tile locations.
// High bits are the tile-chunk index, and the low bits are the tile index in the chunk.
u32 tile_x;
u32 tile_y;
u32 tile_z;
s32 tile_x;
s32 tile_y;
s32 tile_z;
};
NS_ENGINE_END