mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2024-12-21 22:14:43 -08:00
Fixes to input updates on player controllers
This commit is contained in:
parent
6ac57371e4
commit
4467f99dc3
@ -111,8 +111,12 @@ void input_poll_engine_actions( InputState* input, EngineActions* actions )
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// TODO(Ed) : Move to handmade module
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internal
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void input_poll_player_actions( hh::ControllerState* controller, hh::PlayerActions* actions, b32 is_player_2 )
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void input_poll_player_actions( hh::Player* player, b32 is_player_2 )
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{
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hh::ControllerState* controller = & player->controller;
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hh::PlayerActions* actions = & player->actions;
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* actions = {};
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if ( controller->ds_pad )
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{
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DualsensePadState* pad = controller->ds_pad;
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@ -383,46 +387,184 @@ Bitmap load_bmp( platform::ModuleAPI* platform_api, Str file_path )
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return result;
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}
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inline
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hh::Entity* get_entity( hh::GameState* gs, s32 id )
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{
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hh::Entity* entity = nullptr;
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if ( id > 0 && id < array_count(gs->entities) )
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{
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entity = & gs->entities[ id - 1 ];
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}
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return entity;
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}
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inline
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s32 get_entity( hh::GameState* gs )
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{
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for ( s32 id = 0; id < array_count(gs->entities); ++ id )
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{
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hh::Entity* entity = & gs->entities[ id ];
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if ( ! entity->exists )
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{
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entity->exists = true;
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return id + 1;
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}
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}
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return 0;
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}
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// TODO(Ed): Move to handmade module
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inline
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void player_init( hh::Player* player, hh::GameState* gs )
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{
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player->controller.xpad_id = 0;
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player->controller.ds_pad_id = 0;
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hh::PlayerState* state = & player->state;
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s32 entity_id = get_entity( gs );
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assert( entity_id );
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hh::Entity* entity = get_entity( gs, entity_id );
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entity->position.tile_x = 4;
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entity->position.tile_y = 4;
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entity->position.rel_pos.x = 0.f;
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entity->position.rel_pos.y = 0.f;
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entity->move_velocity = {};
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state->mid_jump = false;
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state->jump_time = 0.f;
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entity->height = 1.4f;
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entity->width = entity->height * 0.7f;
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state->hero_direction = hh::HeroBitmaps_Front;
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player->entity_id = entity_id;
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}
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// Update mouse & keyboard states for player 1
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void update_player_controllers( hh::GameState* gs, InputState* input )
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{
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gs->player_1.controller.keyboard = input->keyboard;
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gs->player_1.controller.mouse = input->mouse;
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// Update controller states for the players
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for ( s32 id = 1; id <= Max_Controllers; ++ id )
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{
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XInputPadState* xpad = input->xpads [ id - 1 ];
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DualsensePadState* ds_pad = input->ds_pads[ id - 1 ];
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if ( gs->player_1.controller.xpad_id == id )
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{
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gs->player_1.controller.xpad = xpad;
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xpad = nullptr;
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}
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if ( gs->player_1.controller.ds_pad_id == id )
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{
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gs->player_1.controller.ds_pad = ds_pad;
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ds_pad = nullptr;
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}
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if ( gs->player_2.controller.xpad_id == id )
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{
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gs->player_2.controller.xpad = xpad;
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xpad = nullptr;
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}
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if ( gs->player_2.controller.ds_pad_id == id )
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{
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gs->player_2.controller.ds_pad = ds_pad;
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ds_pad = nullptr;
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}
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#define can_assign( player ) ( player.controller.xpad == nullptr && player.controller.ds_pad == nullptr )
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if ( xpad && pressed( xpad->start ) )
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{
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if ( can_assign( gs->player_1 ) )
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{
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gs->player_1.controller.xpad_id = id;
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gs->player_1.controller.xpad = xpad;
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continue;
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}
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if ( can_assign( gs->player_2 ) )
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{
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gs->player_2.controller.xpad_id = id;
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gs->player_2.controller.xpad = xpad;
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do_once() {
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player_init( & gs->player_2, gs );
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}
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}
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}
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if ( ds_pad && pressed( ds_pad->options ) )
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{
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if ( can_assign( gs->player_1 ) )
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{
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gs->player_1.controller.ds_pad_id = id;
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gs->player_1.controller.ds_pad = ds_pad;
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continue;
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}
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if ( can_assign( gs->player_2 ) )
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{
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gs->player_2.controller.ds_pad_id = id;
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gs->player_2.controller.ds_pad = ds_pad;
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do_once() {
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player_init( & gs->player_2, gs );
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}
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}
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}
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#undef can_assign
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}
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}
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// TODO(Ed) : Move to handmade module?
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internal
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void update_player_state( f32 delta_time, World* world, hh::GameState* game_state, hh::PlayerState* player, hh::PlayerActions* player_actions )
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void update_player( hh::Player* player, f32 delta_time, World* world, hh::GameState* gs )
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{
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hh::PlayerState* state = & player->state;
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hh::Entity* entity = get_entity( gs, player->entity_id );
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hh::PlayerActions* actions = & player->actions;
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TileMap* tile_map = world->tile_map;
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f32 tile_size_in_pixels = scast(f32, world->tile_size_in_pixels);
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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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f32 player_half_width = entity->width / 2.f;
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f32 player_quarter_height = entity->height / 4.f;
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f32 move_accel = 36.f;
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if ( player_actions->sprint )
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if ( actions->sprint )
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{
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move_accel = 94.f;
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}
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TileMapPos old_pos = player->position;
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Pos2_f32 new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
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TileMapPos old_pos = entity->position;
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Pos2_f32 new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
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Vec2 player_move_vec = {};
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if ( player_actions->player_x_move_analog || player_actions->player_y_move_analog )
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if ( actions->player_x_move_analog || actions->player_y_move_analog )
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{
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player_move_vec.x = scast(f32, player_actions->player_x_move_analog );
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player_move_vec.y = scast(f32, player_actions->player_y_move_analog );
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player_move_vec.x = scast(f32, actions->player_x_move_analog );
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player_move_vec.y = scast(f32, actions->player_y_move_analog );
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}
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else
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{
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player_move_vec.x = scast(f32, player_actions->player_x_move_digital );
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player_move_vec.y = scast(f32, player_actions->player_y_move_digital );
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player_move_vec.x = scast(f32, actions->player_x_move_digital );
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player_move_vec.y = scast(f32, actions->player_y_move_digital );
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}
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Dir2 player_direction = cast( Dir2, player_move_vec );
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Accel2 player_move_accel = scast( Accel2, player_direction ) * move_accel;
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// TODO(Ed) : ODE!
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Accel2 friction = pcast( Accel2, player->move_velocity) * 9.f;
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Accel2 friction = pcast( Accel2, entity->move_velocity) * 9.f;
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player_move_accel -= friction;
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player->move_velocity += player_move_accel * 0.5f;
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new_player_pos += player->move_velocity;
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entity->move_velocity += player_move_accel * 0.5f;
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new_player_pos += entity->move_velocity;
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// Old collision implmentation
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#if 1
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@ -481,6 +623,7 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
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{
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wall_vector = { 1.f, 0.f };
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}
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if ( collision_ne && collision_se )
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{
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wall_vector = { -1.f, 0.f };
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}
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@ -499,10 +642,10 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
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//}
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// 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
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player->move_velocity -= cast( Vel2, 1.f * scalar_product( Vec2( player->move_velocity ), wall_vector ) * wall_vector );
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entity->move_velocity -= cast( Vel2, 1.f * scalar_product( Vec2( entity->move_velocity ), wall_vector ) * wall_vector );
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new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
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new_player_pos += player->move_velocity;
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new_player_pos += entity->move_velocity;
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}
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TileMapPos new_pos = {
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@ -510,7 +653,7 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
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old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
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};
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new_pos = recannonicalize_position( tile_map, new_pos );
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player->position = new_pos;
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entity->position = new_pos;
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}
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#else
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{
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@ -524,7 +667,7 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
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s32 min_tile_y = 0;
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TileMapPos best_position = old_pos;
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Dist2 best_distance2 = cast(Dist2, magnitude_squared( player->move_velocity ) );
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Dist2 best_distance2 = cast(Dist2, magnitude_squared( entity->move_velocity ) );
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for ( s32 tile_y = 0; tile_y <= min_tile_y; ++ tile_y )
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{
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@ -553,22 +696,22 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
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}
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}
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player->position = new_pos;
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entity->position = new_pos;
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}
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#endif
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bool on_new_tile = TileMap_are_on_same_tile( & player->position, & old_pos );
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b32 on_new_tile = TileMap_are_on_same_tile( & entity->position, & old_pos );
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if ( ! on_new_tile )
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{
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u32 new_tile_value = TileMap_get_tile_value( tile_map, player->position );
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u32 new_tile_value = TileMap_get_tile_value( tile_map, entity->position );
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if ( new_tile_value == 3 )
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{
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++ player->position.tile_z;
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++ entity->position.tile_z;
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}
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else if ( new_tile_value == 4 )
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{
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-- player->position.tile_z;
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-- entity->position.tile_z;
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}
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}
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@ -578,54 +721,57 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
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using hh::HeroBitmaps_Left;
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using hh::HeroBitmaps_Right;
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if ( player_actions->player_y_move_digital > 0 || player_actions->player_y_move_analog > 0 )
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if ( actions->player_y_move_digital > 0 || actions->player_y_move_analog > 0 )
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{
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player->hero_direction = HeroBitmaps_Back;
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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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if ( actions->player_y_move_digital < 0 || actions->player_y_move_analog < 0 )
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{
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player->hero_direction = HeroBitmaps_Front;
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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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if ( actions->player_x_move_digital > 0 || actions->player_x_move_analog > 0 )
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{
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player->hero_direction = HeroBitmaps_Right;
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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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if ( actions->player_x_move_digital < 0 || actions->player_x_move_analog < 0 )
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{
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player->hero_direction = HeroBitmaps_Left;
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state->hero_direction = HeroBitmaps_Left;
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}
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if ( player->jump_time > 0.f )
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if ( state->jump_time > 0.f )
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{
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player->jump_time -= delta_time;
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state->jump_time -= delta_time;
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}
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else
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{
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player->jump_time = 0.f;
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player->mid_jump = false;
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state->jump_time = 0.f;
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state->mid_jump = false;
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}
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if ( ! player->mid_jump && player_actions->jump )
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if ( ! state->mid_jump && actions->jump )
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{
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player->jump_time = 1.f;
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player->mid_jump = true;
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state->jump_time = 1.f;
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state->mid_jump = true;
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}
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}
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void render_player( hh::PlayerState* player, World* world, hh::GameState* game_state, OffscreenBuffer* back_buffer )
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void render_player( hh::Player* player, World* world, hh::GameState* gs, OffscreenBuffer* back_buffer )
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{
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Vec2 screen_center = get_screen_center( back_buffer );
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hh::Entity* entity = get_entity( gs, player->entity_id );
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hh::PlayerState* state = & player->state;
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f32 player_red = 0.7f;
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f32 player_green = 0.7f;
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f32 player_blue = 0.3f;
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f32 player_half_width = player->width / 2.f;
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f32 player_half_width = entity->width / 2.f;
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if ( player->position.tile_z != game_state->camera_pos.tile_z )
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if ( entity->position.tile_z != gs->camera_pos.tile_z )
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return;
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TileMapPos player_to_camera = subtract( player->position, game_state->camera_pos );
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TileMapPos player_to_camera = subtract( entity->position, gs->camera_pos );
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Vec2 player_to_screenspace {
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player_to_camera.rel_pos.x + scast(f32, player_to_camera.tile_x) * world->tile_map->tile_size_in_meters,
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@ -633,12 +779,12 @@ void render_player( hh::PlayerState* player, World* world, hh::GameState* game_s
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};
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Pos2 player_ground_pos = cast( Pos2, screen_center + player_to_screenspace * world->tile_meters_to_pixels );
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hh::HeroBitmaps* hero_bitmaps = & game_state->hero_bitmaps[player->hero_direction];
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hh::HeroBitmaps* hero_bitmaps = & gs->hero_bitmaps[state->hero_direction];
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#if 1
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Vec2 player_collision_min {
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player_ground_pos.x - player_half_width * world->tile_meters_to_pixels,
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player_ground_pos.y - player->height * world->tile_meters_to_pixels,
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player_ground_pos.y - entity->height * world->tile_meters_to_pixels,
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};
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Vec2 player_collision_max {
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player_ground_pos.x + player_half_width * world->tile_meters_to_pixels,
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@ -659,7 +805,7 @@ void render_player( hh::PlayerState* player, World* world, hh::GameState* game_s
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#if 1
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draw_bitmap( back_buffer
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, { player_ground_pos.x, player_ground_pos.y - 125.f }
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, & game_state->mojito_head );
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, & gs->mojito_head );
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#else
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draw_bitmap( back_buffer
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, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
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@ -816,14 +962,14 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
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s32 tile_value = 1;
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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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b32 in_middle_x = tile_x == (world->tiles_per_screen_x / 2);
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b32 in_middle_y = tile_y == (world->tiles_per_screen_y / 2);
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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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b32 on_right = tile_x == (world->tiles_per_screen_x - 1);
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b32 on_left = tile_x == 0;
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bool on_bottom = tile_y == 0;
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bool on_top = tile_y == (world->tiles_per_screen_y - 1);
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b32 on_bottom = tile_y == 0;
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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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@ -899,33 +1045,33 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
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}
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}
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hh::GameState* game_state = rcast( hh::GameState*, state->game_memory.persistent );
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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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{
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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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gs->test_bg = load_bmp( platform_api, path_test_bg );
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StrPath path_mojito {};
|
||||
path_mojito.concat( platform_api->path_content, str_ascii("mojito.bmp") );
|
||||
game_state->mojito = load_bmp( platform_api, path_mojito );
|
||||
gs->mojito = load_bmp( platform_api, path_mojito );
|
||||
|
||||
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 );
|
||||
gs->mojito_head = load_bmp( platform_api, path_mojito_head );
|
||||
|
||||
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 );
|
||||
gs->debug_bitmap = load_bmp( platform_api, path_debug_bitmap );
|
||||
}
|
||||
|
||||
// Offical assets
|
||||
{
|
||||
StrPath path_test_bg_hh;
|
||||
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 );
|
||||
gs->test_bg_hh = load_bmp( platform_api, path_test_bg_hh );
|
||||
|
||||
#define path_test "offical\\test\\"
|
||||
constexpr char const subpath_hero_front_head[] = path_test "test_hero_front_head.bmp";
|
||||
@ -956,71 +1102,45 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
|
||||
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_head, gs->hero_bitmaps[HeroBitmaps_Front].head );
|
||||
load_bmp_asset( subpath_hero_back_head, gs->hero_bitmaps[HeroBitmaps_Back ].head );
|
||||
load_bmp_asset( subpath_hero_left_head, gs->hero_bitmaps[HeroBitmaps_Left ].head );
|
||||
load_bmp_asset( subpath_hero_right_head, gs->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_cape, gs->hero_bitmaps[HeroBitmaps_Front].cape );
|
||||
load_bmp_asset( subpath_hero_back_cape, gs->hero_bitmaps[HeroBitmaps_Back ].cape );
|
||||
load_bmp_asset( subpath_hero_left_cape, gs->hero_bitmaps[HeroBitmaps_Left ].cape );
|
||||
load_bmp_asset( subpath_hero_right_cape, gs->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 );
|
||||
load_bmp_asset( subpath_hero_front_torso, gs->hero_bitmaps[HeroBitmaps_Front].torso );
|
||||
load_bmp_asset( subpath_hero_back_torso, gs->hero_bitmaps[HeroBitmaps_Back ].torso );
|
||||
load_bmp_asset( subpath_hero_left_torso, gs->hero_bitmaps[HeroBitmaps_Left ].torso );
|
||||
load_bmp_asset( subpath_hero_right_torso, gs->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;
|
||||
gs->hero_bitmaps[HeroBitmaps_Front].align_x = align_x;
|
||||
gs->hero_bitmaps[HeroBitmaps_Back ].align_x = align_x;
|
||||
gs->hero_bitmaps[HeroBitmaps_Left ].align_x = align_x;
|
||||
gs->hero_bitmaps[HeroBitmaps_Right].align_x = align_x;
|
||||
gs->hero_bitmaps[HeroBitmaps_Front].align_y = align_y;
|
||||
gs->hero_bitmaps[HeroBitmaps_Back ].align_y = align_y;
|
||||
gs->hero_bitmaps[HeroBitmaps_Left ].align_y = align_y;
|
||||
gs->hero_bitmaps[HeroBitmaps_Right].align_y = align_y;
|
||||
|
||||
#undef load_bmp_asset
|
||||
}
|
||||
|
||||
game_state->camera_pos.tile_x = world->tiles_per_screen_x / 2;
|
||||
game_state->camera_pos.tile_y = world->tiles_per_screen_y / 2;
|
||||
gs->camera_pos.tile_x = world->tiles_per_screen_x / 2;
|
||||
gs->camera_pos.tile_y = world->tiles_per_screen_y / 2;
|
||||
|
||||
using hh::HeroBitmaps_Front;
|
||||
|
||||
hh::PlayerState* player = & game_state->player_state;
|
||||
player->position.tile_x = 4;
|
||||
player->position.tile_y = 4;
|
||||
player->position.rel_pos.x = 0.f;
|
||||
player->position.rel_pos.y = 0.f;
|
||||
player_init( & gs->player_1, gs );
|
||||
// player_init( & gs->player_2, gs );
|
||||
gs->player_2 = {};
|
||||
|
||||
player->move_velocity = {};
|
||||
|
||||
player->mid_jump = false;
|
||||
player->jump_time = 0.f;
|
||||
|
||||
player->height = 1.4f;
|
||||
player->width = player->height * 0.7f;
|
||||
|
||||
player->hero_direction = HeroBitmaps_Front;
|
||||
|
||||
hh::PlayerState* player_2 = & game_state->player_state_2;
|
||||
player_2->position.tile_x = 4;
|
||||
player_2->position.tile_y = 4;
|
||||
player_2->position.rel_pos.x = 0.f;
|
||||
player_2->position.rel_pos.y = 0.f;
|
||||
|
||||
player_2->move_velocity = {};
|
||||
|
||||
player_2->mid_jump = false;
|
||||
player_2->jump_time = 0.f;
|
||||
|
||||
player_2->height = 1.4f;
|
||||
player_2->width = player_2->height * 0.7f;
|
||||
|
||||
player_2->hero_direction = HeroBitmaps_Front;
|
||||
gs->camera_assigned_entity_id = gs->player_1.entity_id;
|
||||
}
|
||||
|
||||
Engine_API
|
||||
@ -1174,100 +1294,46 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
#endif
|
||||
}
|
||||
|
||||
hh::GameState* game_state = rcast( hh::GameState*, state->game_memory.persistent );
|
||||
hh::PlayerState* player = & game_state->player_state;
|
||||
hh::GameState* gs = rcast( hh::GameState*, state->game_memory.persistent );
|
||||
update_player_controllers( gs, input );
|
||||
|
||||
hh::PlayerActions player_actions {};
|
||||
hh::PlayerActions player_actions_2 {};
|
||||
input_poll_player_actions( & gs->player_1, 0 );
|
||||
|
||||
do_once()
|
||||
{
|
||||
game_state->player_1.controller.keyboard = input->keyboard;
|
||||
game_state->player_1.controller.mouse = input->mouse;
|
||||
}
|
||||
|
||||
// This is a crappy way of assigning controllers I'm doing for now...
|
||||
for ( s32 idx = 0; idx < Max_Controllers; ++ idx )
|
||||
{
|
||||
#define can_assign( player ) ( ! game_state->player.controller.xpad && ! game_state->player.controller.ds_pad )
|
||||
XInputPadState* xpad = input->xpads[ idx ];
|
||||
if ( game_state->player_1.controller.xpad == xpad || game_state->player_2.controller.xpad == xpad )
|
||||
continue;
|
||||
|
||||
if ( xpad && pressed( xpad->start ) )
|
||||
{
|
||||
if ( can_assign( player_1 ) )
|
||||
{
|
||||
game_state->player_1.controller.xpad = xpad;
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( can_assign( player_2 ) )
|
||||
game_state->player_2.controller.xpad = xpad;
|
||||
}
|
||||
|
||||
DualsensePadState* ds_pad = input->ds_pads[ idx ];
|
||||
if ( game_state->player_1.controller.ds_pad == ds_pad || game_state->player_2.controller.ds_pad == ds_pad )
|
||||
continue;
|
||||
|
||||
if ( ds_pad && pressed( ds_pad->options ) )
|
||||
{
|
||||
if ( can_assign( player_1 ) )
|
||||
{
|
||||
game_state->player_1.controller.ds_pad = ds_pad;
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( can_assign( player_2 ) )
|
||||
game_state->player_2.controller.ds_pad = ds_pad;
|
||||
}
|
||||
#undef can_assign
|
||||
}
|
||||
|
||||
input_poll_player_actions( & game_state->player_1.controller, & player_actions, 0 );
|
||||
|
||||
if ( game_state->player_2.controller.xpad || game_state->player_2.controller.ds_pad )
|
||||
input_poll_player_actions( & game_state->player_2.controller, & player_actions_2, 1 );
|
||||
if ( gs->player_2.controller.xpad || gs->player_2.controller.ds_pad )
|
||||
input_poll_player_actions( & gs->player_2, 1 );
|
||||
|
||||
World* world = state->context.world;
|
||||
TileMap* tile_map = world->tile_map;
|
||||
|
||||
f32 tile_size_in_pixels = scast(f32, world->tile_size_in_pixels);
|
||||
f32 player_half_width = player->width / 2.f;
|
||||
f32 player_quarter_height = player->height / 4.f;
|
||||
update_player( & gs->player_1, delta_time, world, gs );
|
||||
|
||||
using hh::EHeroBitmapsDirection;
|
||||
using hh::HeroBitmaps_Front;
|
||||
using hh::HeroBitmaps_Back;
|
||||
using hh::HeroBitmaps_Left;
|
||||
using hh::HeroBitmaps_Right;
|
||||
|
||||
update_player_state( delta_time, world, game_state, player, & player_actions );
|
||||
update_player_state( delta_time, world, game_state, & game_state->player_state_2, & player_actions_2 );
|
||||
if ( gs->player_2.entity_id )
|
||||
update_player( & gs->player_2, delta_time, world, gs );
|
||||
|
||||
// TODO(Ed) : Move to handmade module?
|
||||
// Camera Update
|
||||
// void update_camera( ... )
|
||||
{
|
||||
TileMapPos player_to_camera = subtract( player->position, game_state->camera_pos );
|
||||
hh::Entity* entity_followed = get_entity( gs, gs->camera_assigned_entity_id );
|
||||
TileMapPos player_to_camera = subtract( entity_followed->position, gs->camera_pos );
|
||||
|
||||
game_state->camera_pos.tile_z = player->position.tile_z;
|
||||
gs->camera_pos.tile_z = entity_followed->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;
|
||||
gs->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;
|
||||
gs->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;
|
||||
gs->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;
|
||||
gs->camera_pos.tile_y -= world->tiles_per_screen_y;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1276,26 +1342,28 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
// Background & Tile Render relative to player 1's camera
|
||||
// void render_bg_and_level( ... )
|
||||
{
|
||||
hh::Entity* entity_followed = get_entity( gs, gs->camera_assigned_entity_id );
|
||||
|
||||
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, & game_state->test_bg );
|
||||
draw_bitmap( back_buffer, screen_center, & game_state->test_bg_hh );
|
||||
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 )
|
||||
{
|
||||
for ( s32 relative_col = -20; relative_col < +20; ++ relative_col )
|
||||
{
|
||||
s32 col = game_state->camera_pos.tile_x + relative_col;
|
||||
s32 row = game_state->camera_pos.tile_y + relative_row;
|
||||
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, game_state->camera_pos.tile_z );
|
||||
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 };
|
||||
|
||||
if ( tile_id > 1 || (row == player->position.tile_y && col == player->position.tile_x) )
|
||||
if ( tile_id > 1 || (row == entity_followed->position.tile_y && col == entity_followed->position.tile_x) )
|
||||
// if ( tile_id > 1 )
|
||||
{
|
||||
if ( tile_id == 2 )
|
||||
@ -1317,17 +1385,19 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
color[2] = 0.42f;
|
||||
}
|
||||
|
||||
if ( row == player->position.tile_y && col == player->position.tile_x )
|
||||
if ( 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 - game_state->camera_pos.rel_pos.x * world->tile_meters_to_pixels,
|
||||
screen_center.y - scast(f32, relative_row) * tile_size_in_pixels + game_state->camera_pos.rel_pos.y * world->tile_meters_to_pixels
|
||||
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 );
|
||||
@ -1343,11 +1413,11 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
// Bad bitmap test
|
||||
#if 0
|
||||
{
|
||||
u32* src = game_state->mojito_head.pixels;
|
||||
u32* src = gs->mojito_head.pixels;
|
||||
u32* dst = rcast(u32*, back_buffer->memory);
|
||||
for ( s32 y = 0; y < game_state->mojito_head.height; ++ y )
|
||||
for ( s32 y = 0; y < gs->mojito_head.height; ++ y )
|
||||
{
|
||||
for ( s32 x = 0; x < game_state->mojito_head.width; ++ x )
|
||||
for ( s32 x = 0; x < gs->mojito_head.width; ++ x )
|
||||
{
|
||||
*dst = *src;
|
||||
++ dst;
|
||||
@ -1358,10 +1428,10 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
#endif
|
||||
|
||||
// Player Rendering
|
||||
render_player( player, world, game_state, back_buffer );
|
||||
render_player( & gs->player_1, world, gs, back_buffer );
|
||||
|
||||
if ( game_state->player_2.controller.xpad || game_state->player_2.controller.ds_pad )
|
||||
render_player( & game_state->player_state_2, world, game_state, back_buffer );
|
||||
if ( gs->player_2.entity_id )
|
||||
render_player( & gs->player_2, world, gs, back_buffer );
|
||||
|
||||
// Snapshot Visual Aid
|
||||
#if Build_Development
|
||||
@ -1379,10 +1449,12 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
// 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
|
||||
, { player->position.rel_pos.x + 50.f, player->position.rel_pos.y - 50.f }
|
||||
, { player->position.rel_pos.x + 10.f, player->position.rel_pos.y + 40.f }
|
||||
, { 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 );
|
||||
}
|
||||
}
|
||||
|
@ -8,6 +8,14 @@ to a game module.
|
||||
|
||||
#if INTELLISENSE_DIRECTIVES
|
||||
#include "engine/engine.hpp"
|
||||
#include "handmade.hpp"
|
||||
#endif
|
||||
|
||||
NS_HANDMADE_BEGIN
|
||||
|
||||
//GameState* get_context()
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
||||
NS_HANDMADE_END
|
||||
|
@ -63,6 +63,9 @@ struct ActionableMode
|
||||
|
||||
struct ControllerState
|
||||
{
|
||||
s32 xpad_id;
|
||||
s32 ds_pad_id;
|
||||
|
||||
engine::KeyboardState* keyboard;
|
||||
engine::MousesState* mouse;
|
||||
engine::XInputPadState* xpad;
|
||||
@ -89,14 +92,19 @@ struct HeroBitmaps
|
||||
Bitmap torso;
|
||||
};
|
||||
|
||||
struct PlayerState
|
||||
struct Entity
|
||||
{
|
||||
b32 exists;
|
||||
|
||||
f32 width;
|
||||
f32 height;
|
||||
|
||||
engine::TileMapPos position;
|
||||
Vel2 move_velocity;
|
||||
};
|
||||
|
||||
struct PlayerState
|
||||
{
|
||||
b32 mid_jump;
|
||||
f32 jump_time;
|
||||
|
||||
@ -120,16 +128,24 @@ struct Player
|
||||
{
|
||||
// So far just has an assigned controller.
|
||||
ControllerState controller;
|
||||
|
||||
s32 entity_id;
|
||||
//Entity entity;
|
||||
PlayerState state;
|
||||
|
||||
// TODO(Ed) : If the player ever gets different actions depending on a context, change it here.
|
||||
PlayerActions actions;
|
||||
};
|
||||
|
||||
struct GameState
|
||||
{
|
||||
Entity entities[256];
|
||||
|
||||
Player player_1;
|
||||
Player player_2;
|
||||
|
||||
PlayerState player_state;
|
||||
PlayerState player_state_2;
|
||||
// PlayerState player_state;
|
||||
// PlayerState player_state_2;
|
||||
|
||||
using Bitmap = engine::Bitmap;
|
||||
|
||||
@ -140,6 +156,8 @@ struct GameState
|
||||
|
||||
Bitmap test_bg_hh;
|
||||
|
||||
// TODO(Ed) : Allow splitscreen?
|
||||
s32 camera_assigned_entity_id;
|
||||
engine::TileMapPos camera_pos;
|
||||
|
||||
HeroBitmaps hero_bitmaps[4];
|
||||
|
@ -97,11 +97,7 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
|
||||
input_process_digital_btn( & old_keyboard->left_shift, & new_keyboard->left_shift, GetAsyncKeyState( VK_LSHIFT ), is_down );
|
||||
input_process_digital_btn( & old_keyboard->right_shift, & new_keyboard->right_shift, GetAsyncKeyState( VK_RSHIFT ), is_down );
|
||||
|
||||
#if NEW_INPUT_DESIGN
|
||||
input->keyboard = new_keyboard;
|
||||
#else
|
||||
input->controllers[0].keyboard = new_keyboard;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Mouse polling
|
||||
@ -123,11 +119,7 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
|
||||
new_mouse->X.end = (f32)mouse_pos.x;
|
||||
new_mouse->Y.end = (f32)mouse_pos.y;
|
||||
|
||||
#if NEW_INPUT_DESIGN
|
||||
input->mouse = new_mouse;
|
||||
#else
|
||||
input->controllers[0].mouse = new_mouse;
|
||||
#endif
|
||||
}
|
||||
|
||||
// XInput Polling
|
||||
@ -171,19 +163,11 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
|
||||
new_xpad->stick.left.X.average = left_x;
|
||||
new_xpad->stick.left.Y.average = left_y;
|
||||
|
||||
#if NEW_INPUT_DESIGN
|
||||
input->xpads[ controller_index ] = new_xpad;
|
||||
#else
|
||||
input->controllers[ controller_index ].xpad = new_xpad;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
#if NEW_INPUT_DESIGN
|
||||
input->xpads[ controller_index ] = nullptr;
|
||||
#else
|
||||
input->controllers[ controller_index ].xpad = nullptr;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ -194,11 +178,7 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
|
||||
{
|
||||
OutputDebugStringA( "Error: JSLStillConnected returned false\n" );
|
||||
|
||||
#if NEW_INPUT_DESIGN
|
||||
input->ds_pads[ jsl_device_index ] = nullptr;
|
||||
#else
|
||||
input->controllers[ jsl_device_index ].ds_pad = nullptr;
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -244,11 +224,7 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
|
||||
new_ds_pad->stick.left.X.average = left_x;
|
||||
new_ds_pad->stick.left.Y.average = left_y;
|
||||
|
||||
#if NEW_INPUT_DESIGN
|
||||
input->ds_pads[ jsl_device_index ] = new_ds_pad;
|
||||
#else
|
||||
input->controllers[ jsl_device_index ].ds_pad = new_ds_pad;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user