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Day 39 complete
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@ -33,7 +33,7 @@ Module build order:
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## Milestone
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Day 38 : Basic Linear Bitmap Blending
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Day 39 : Basic Bitmap Rendering Cleanup
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Features Done so far:
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@ -59,12 +59,16 @@ Features Done so far:
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* Record & replay input.
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* WIP : 2.5D Tile Map
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* Virtualized into chunks
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* Some basic collision detection & math (pre-math coverage by Casey)
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* Bitmap file loading
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* Compression mode 3
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* Basic rendering
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* Linear alpha blending
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* Anchored to center position
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## Gallery
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![img](docs/imgs/handmade_win32_2023-10-21_22-18-47.gif)
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![img](docs/imgs/handmade_win32_2023-10-21_02-16-43.png)
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![img](docs/imgs/handmade_win32_2023-10-20_23-14-37.png)
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![img](docs/imgs/Code_2023-10-20_21-57-06.png)
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18
docs/Day 039.md
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docs/Day 039.md
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@ -0,0 +1,18 @@
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# Day 39
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My `draw_bitmap` proc has been already setup to have the position specified
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from the assumped position of the center of the image.
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Its how I'm used to anchoring images by default so thats why I decided to go with it.
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Casey however is using the corner however...
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and then is doing some offset alignment based on what he sees for the coordinates on GIMP..
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I decided to hand calibrate the alignment by eye. Since I already have it centered on X, the `align_x` could
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stay zeroed for now and all I needed to do was align_y.
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I also did not do the difference using a `tile_map_diff` like he did,
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I just returned a tile_map_position and switch the map coodinates to be signed
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(which tbh is fine I'll just adjust the math later when I need to).
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I'm assuming it won't matter because the tile map setup we currently have is before he revamps the project with proper
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vector math data structures, and he might switch to signed coordinates for them in the stream.
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docs/imgs/handmade_win32_2023-10-21_22-18-47.gif
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docs/imgs/handmade_win32_2023-10-21_22-18-47.gif
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@ -249,8 +249,8 @@ void draw_bitmap( OffscreenBuffer* buffer
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s32 max_x = round( pos_x ) + half_width;
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s32 max_y = round( pos_y ) + half_height;
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s32 bmp_start_x = min_x < 0 ? min_x * -1 : 0;
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u32 bmp_start_y = min_y < 0 ? bitmap->height + min_y - 1 : bitmap->height - 1;
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s32 bmp_offset_x = min_x < 0 ? min_x * -1 : 0;
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u32 bmp_offset_y = min_y < 0 ? bitmap->height + min_y - 1 : bitmap->height - 1;
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s32 buffer_width = buffer->width;
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s32 buffer_height = buffer->height;
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@ -268,12 +268,12 @@ void draw_bitmap( OffscreenBuffer* buffer
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u8* dst_row = rcast(u8*, buffer->memory )
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+ min_x * buffer->bytes_per_pixel
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+ min_y * buffer->pitch;
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u32* src_row = bitmap->pixels + bitmap->width * (bitmap->height - 1);
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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;
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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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@ -457,7 +457,7 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
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//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 = 85;
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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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@ -465,8 +465,8 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
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world->tile_lower_left_x = -( tile_size_in_pixels * 0.5f);
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world->tile_lower_left_y = +( tile_size_in_pixels * 0.25f) + scast(f32, back_buffer->height);
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u32 tiles_per_screen_x = 17;
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u32 tiles_per_screen_y = 9;
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world->tiles_per_screen_x = 17;
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world->tiles_per_screen_y = 9;
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u32 screen_x = 0;
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u32 screen_y = 0;
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@ -518,23 +518,23 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
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door_top = true;
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}
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for (u32 tile_y = 0; tile_y < tiles_per_screen_y; ++ tile_y )
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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 ( u32 tile_x = 0; tile_x < tiles_per_screen_x; ++ tile_x )
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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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u32 abs_tile_x = screen_x * tiles_per_screen_x + tile_x;
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u32 abs_tile_y = screen_y * tiles_per_screen_y + tile_y;
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s32 abs_tile_x = screen_x * world->tiles_per_screen_x + tile_x;
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s32 abs_tile_y = screen_y * world->tiles_per_screen_y + tile_y;
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u32 tile_value = 1;
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s32 tile_value = 1;
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bool in_middle_x = tile_x == (tiles_per_screen_x / 2);
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bool in_middle_y = tile_y == (tiles_per_screen_y / 2);
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bool in_middle_x = tile_x == (world->tiles_per_screen_x / 2);
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bool in_middle_y = tile_y == (world->tiles_per_screen_y / 2);
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bool on_right = tile_x == (tiles_per_screen_x - 1);
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bool on_right = tile_x == (world->tiles_per_screen_x - 1);
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bool on_left = tile_x == 0;
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bool on_bottom = tile_y == 0;
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bool on_top = tile_y == (tiles_per_screen_y - 1);
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bool 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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@ -615,19 +615,19 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
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// Personally made assets
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{
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StrPath path_test_bg;
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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") );
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game_state->test_bg = load_bmp( platform_api, path_test_bg );
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StrPath path_mojito;
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StrPath path_mojito {};
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path_mojito.concat( platform_api->path_content, str_ascii("mojito.bmp") );
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game_state->mojito = load_bmp( platform_api, path_mojito );
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StrPath path_mojito_head;
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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") );
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game_state->mojito_head = load_bmp( platform_api, path_mojito_head );
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StrPath path_debug_bitmap;
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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") );
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game_state->debug_bitmap = load_bmp( platform_api, path_debug_bitmap );
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}
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@ -638,19 +638,69 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
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path_test_bg_hh.concat( platform_api->path_content, str_ascii("offical/test/test_background.bmp"));
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game_state->test_bg_hh = load_bmp( platform_api, path_test_bg_hh );
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StrPath path_hero_front_head;
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path_hero_front_head.concat( platform_api->path_content, str_ascii("offical/test/test_hero_front_head.bmp"));
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game_state->hero_front_head = load_bmp( platform_api, path_hero_front_head );
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#define path_test "offical\\test\\"
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constexpr char const subpath_hero_front_head[] = path_test "test_hero_front_head.bmp";
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constexpr char const subpath_hero_back_head [] = path_test "test_hero_back_head.bmp";
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constexpr char const subpath_hero_right_head[] = path_test "test_hero_right_head.bmp";
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constexpr char const subpath_hero_left_head [] = path_test "test_hero_left_head.bmp";
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StrPath path_hero_front_cape;
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path_hero_front_cape.concat( platform_api->path_content, str_ascii("offical/test/test_hero_front_cape.bmp"));
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game_state->hero_front_cape = load_bmp( platform_api, path_hero_front_cape );
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constexpr char const subpath_hero_front_cape[] = path_test "test_hero_front_cape.bmp";
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constexpr char const subpath_hero_back_cape [] = path_test "test_hero_back_cape.bmp";
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constexpr char const subpath_hero_left_cape [] = path_test "test_hero_left_cape.bmp";
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constexpr char const subpath_hero_right_cape[] = path_test "test_hero_right_cape.bmp";
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StrPath path_hero_front_torso;
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path_hero_front_torso.concat( platform_api->path_content, str_ascii("offical/test/test_hero_front_torso.bmp"));
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game_state->hero_front_torso = load_bmp( platform_api, path_hero_front_torso );
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constexpr char const subpath_hero_front_torso[] = path_test "test_hero_front_torso.bmp";
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constexpr char const subpath_hero_back_torso [] = path_test "test_hero_back_torso.bmp";
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constexpr char const subpath_hero_left_torso [] = path_test "test_hero_left_torso.bmp";
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constexpr char const subpath_hero_right_torso[] = path_test "test_hero_right_torso.bmp";
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#undef path_test
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#define load_bmp_asset( sub_path, container ) \
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{ \
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StrPath path {}; \
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path.concat( platform_api->path_content, str_ascii( sub_path ) ); \
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container = load_bmp( platform_api, path ); \
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}
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using hh::HeroBitmaps_Front;
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using hh::HeroBitmaps_Back;
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using hh::HeroBitmaps_Left;
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using hh::HeroBitmaps_Right;
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load_bmp_asset( subpath_hero_front_head, game_state->hero_bitmaps[HeroBitmaps_Front].head );
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load_bmp_asset( subpath_hero_back_head, game_state->hero_bitmaps[HeroBitmaps_Back ].head );
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load_bmp_asset( subpath_hero_left_head, game_state->hero_bitmaps[HeroBitmaps_Left ].head );
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load_bmp_asset( subpath_hero_right_head, game_state->hero_bitmaps[HeroBitmaps_Right].head );
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load_bmp_asset( subpath_hero_front_cape, game_state->hero_bitmaps[HeroBitmaps_Front].cape );
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load_bmp_asset( subpath_hero_back_cape, game_state->hero_bitmaps[HeroBitmaps_Back ].cape );
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load_bmp_asset( subpath_hero_left_cape, game_state->hero_bitmaps[HeroBitmaps_Left ].cape );
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load_bmp_asset( subpath_hero_right_cape, game_state->hero_bitmaps[HeroBitmaps_Right].cape );
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load_bmp_asset( subpath_hero_front_torso, game_state->hero_bitmaps[HeroBitmaps_Front].torso );
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load_bmp_asset( subpath_hero_back_torso, game_state->hero_bitmaps[HeroBitmaps_Back ].torso );
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load_bmp_asset( subpath_hero_left_torso, game_state->hero_bitmaps[HeroBitmaps_Left ].torso );
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load_bmp_asset( subpath_hero_right_torso, game_state->hero_bitmaps[HeroBitmaps_Right].torso );
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s32 align_x = 0;
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s32 align_y = 76;
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game_state->hero_bitmaps[HeroBitmaps_Front].align_x = align_x;
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game_state->hero_bitmaps[HeroBitmaps_Back ].align_x = align_x;
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game_state->hero_bitmaps[HeroBitmaps_Left ].align_x = align_x;
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game_state->hero_bitmaps[HeroBitmaps_Right].align_x = align_x;
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game_state->hero_bitmaps[HeroBitmaps_Front].align_y = align_y;
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game_state->hero_bitmaps[HeroBitmaps_Back ].align_y = align_y;
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game_state->hero_bitmaps[HeroBitmaps_Left ].align_y = align_y;
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game_state->hero_bitmaps[HeroBitmaps_Right].align_y = align_y;
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#undef load_bmp_asset
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game_state->hero_direction = HeroBitmaps_Front;
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}
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game_state->camera_pos.tile_x = state->world->tiles_per_screen_x / 2;
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game_state->camera_pos.tile_y = state->world->tiles_per_screen_y / 2;
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hh::PlayerState* player = & game_state->player_state;
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player->position.tile_x = 4;
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player->position.tile_y = 4;
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@ -822,6 +872,12 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
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f32 player_half_width = player->width / 2.f;
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f32 player_quarter_height = player->height / 4.f;
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using hh::EHeroBitmapsDirection;
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using hh::HeroBitmaps_Front;
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using hh::HeroBitmaps_Back;
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using hh::HeroBitmaps_Left;
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using hh::HeroBitmaps_Right;
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input_poll_player_actions( input, & player_actions );
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{
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f32 move_speed = 6.f;
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@ -886,7 +942,6 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
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if ( valid_new_pos )
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{
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TileMapPosition new_pos = {
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new_player_pos_x, new_player_pos_y,
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player->position.tile_x, player->position.tile_y, player->position.tile_z
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@ -909,6 +964,23 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
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}
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player->position = new_pos;
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if ( player_actions.player_y_move_digital > 0 || player_actions.player_y_move_analog > 0 )
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{
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game_state->hero_direction = HeroBitmaps_Back;
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}
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if ( player_actions.player_y_move_digital < 0 || player_actions.player_y_move_analog < 0 )
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{
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game_state->hero_direction = HeroBitmaps_Front;
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}
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if ( player_actions.player_x_move_digital > 0 || player_actions.player_x_move_analog > 0 )
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{
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game_state->hero_direction = HeroBitmaps_Right;
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}
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if ( player_actions.player_x_move_digital < 0 || player_actions.player_x_move_analog < 0 )
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{
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game_state->hero_direction = HeroBitmaps_Left;
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}
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}
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if ( player->jump_time > 0.f )
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@ -926,25 +998,46 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
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player->jump_time = 1.f;
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player->mid_jump = true;
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}
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TileMapPosition player_to_camera = subtract( player->position, game_state->camera_pos );
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game_state->camera_pos.tile_z = player->position.tile_z;
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if ( player_to_camera.tile_x > world->tiles_per_screen_x / 2 )
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{
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game_state->camera_pos.tile_x += world->tiles_per_screen_x;
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}
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if ( player_to_camera.tile_y > world->tiles_per_screen_y / 2 )
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{
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game_state->camera_pos.tile_y += world->tiles_per_screen_y;
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}
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if ( player_to_camera.tile_x < -world->tiles_per_screen_x / 2 )
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{
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game_state->camera_pos.tile_x -= world->tiles_per_screen_x;
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}
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if ( player_to_camera.tile_y < -world->tiles_per_screen_y / 2 )
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{
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game_state->camera_pos.tile_y -= world->tiles_per_screen_y;
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}
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}
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draw_rectangle( back_buffer
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, 0.f, 0.f
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, scast(f32, back_buffer->width), scast(f32, back_buffer->height)
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, 1.f, 0.24f, 0.24f );
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draw_bitmap( back_buffer
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, scast(f32, back_buffer->width) / 2.f, scast(f32, back_buffer->height) / 2.f
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, & game_state->test_bg
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);
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draw_bitmap( back_buffer
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, scast(f32, back_buffer->width) / 2.f, scast(f32, back_buffer->height) / 2.f
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, & game_state->test_bg_hh
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);
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draw_bitmap( back_buffer
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, scast(f32, back_buffer->width) / 2.5f, scast(f32, back_buffer->height) / 2.5f
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, & game_state->hero_front_head
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);
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// Scrolling
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// Screen Camera
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f32 screen_center_x = 0.5f * scast(f32, back_buffer->width);
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f32 screen_center_y = 0.5f * scast(f32, back_buffer->height);
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@ -952,13 +1045,14 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
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{
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for ( s32 relative_col = -20; relative_col < +20; ++ relative_col )
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{
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u32 col = player->position.tile_x + relative_col;
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u32 row = player->position.tile_y + relative_row;
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s32 col = game_state->camera_pos.tile_x + relative_col;
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s32 row = game_state->camera_pos.tile_y + relative_row;
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u32 tile_id = TileMap_get_tile_value( tile_map, col, row, player->position.tile_z );
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s32 tile_id = TileMap_get_tile_value( tile_map, col, row, game_state->camera_pos.tile_z );
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f32 color[3] = { 0.15f, 0.15f, 0.15f };
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if ( tile_id > 1 || row == player->position.tile_y && col == player->position.tile_x )
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// if ( tile_id > 1 )
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{
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if ( tile_id == 2 )
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{
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@ -986,8 +1080,8 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
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color[2] = 0.3f;
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}
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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
|
||||
|
@ -178,6 +178,9 @@ 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;
|
||||
};
|
||||
|
||||
|
@ -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 );
|
||||
@ -38,7 +53,7 @@ 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_chunk != nullptr );
|
||||
@ -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 )
|
||||
{
|
||||
|
@ -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
|
||||
|
@ -91,6 +91,26 @@ struct PlayerActions
|
||||
b32 jump;
|
||||
};
|
||||
|
||||
enum EHeroBitmapsDirection : u32
|
||||
{
|
||||
HeroBitmaps_Front,
|
||||
HeroBitmaps_Back,
|
||||
HeroBitmaps_Left,
|
||||
HeroBitmaps_Right
|
||||
};
|
||||
|
||||
struct HeroBitmaps
|
||||
{
|
||||
using Bitmap = engine::Bitmap;
|
||||
|
||||
s32 align_x;
|
||||
s32 align_y;
|
||||
|
||||
Bitmap head;
|
||||
Bitmap cape;
|
||||
Bitmap torso;
|
||||
};
|
||||
|
||||
struct GameState
|
||||
{
|
||||
PlayerState player_state;
|
||||
@ -103,9 +123,11 @@ struct GameState
|
||||
Bitmap mojito_head;
|
||||
|
||||
Bitmap test_bg_hh;
|
||||
Bitmap hero_front_head;
|
||||
Bitmap hero_front_cape;
|
||||
Bitmap hero_front_torso;
|
||||
|
||||
engine::TileMapPosition camera_pos;
|
||||
|
||||
EHeroBitmapsDirection hero_direction;
|
||||
HeroBitmaps hero_bitmaps[4];
|
||||
};
|
||||
|
||||
NS_HANDMADE_END
|
||||
|
Loading…
Reference in New Issue
Block a user