Fixes to input updates on player controllers

This commit is contained in:
Edward R. Gonzalez 2023-12-29 22:50:22 -05:00
parent 6ac57371e4
commit 4467f99dc3
4 changed files with 300 additions and 226 deletions

View File

@ -111,8 +111,12 @@ void input_poll_engine_actions( InputState* input, EngineActions* actions )
// TODO(Ed) : Move to handmade module
internal
void input_poll_player_actions( hh::ControllerState* controller, hh::PlayerActions* actions, b32 is_player_2 )
void input_poll_player_actions( hh::Player* player, b32 is_player_2 )
{
hh::ControllerState* controller = & player->controller;
hh::PlayerActions* actions = & player->actions;
* actions = {};
if ( controller->ds_pad )
{
DualsensePadState* pad = controller->ds_pad;
@ -383,46 +387,184 @@ Bitmap load_bmp( platform::ModuleAPI* platform_api, Str file_path )
return result;
}
inline
hh::Entity* get_entity( hh::GameState* gs, s32 id )
{
hh::Entity* entity = nullptr;
if ( id > 0 && id < array_count(gs->entities) )
{
entity = & gs->entities[ id - 1 ];
}
return entity;
}
inline
s32 get_entity( hh::GameState* gs )
{
for ( s32 id = 0; id < array_count(gs->entities); ++ id )
{
hh::Entity* entity = & gs->entities[ id ];
if ( ! entity->exists )
{
entity->exists = true;
return id + 1;
}
}
return 0;
}
// TODO(Ed): Move to handmade module
inline
void player_init( hh::Player* player, hh::GameState* gs )
{
player->controller.xpad_id = 0;
player->controller.ds_pad_id = 0;
hh::PlayerState* state = & player->state;
s32 entity_id = get_entity( gs );
assert( entity_id );
hh::Entity* entity = get_entity( gs, entity_id );
entity->position.tile_x = 4;
entity->position.tile_y = 4;
entity->position.rel_pos.x = 0.f;
entity->position.rel_pos.y = 0.f;
entity->move_velocity = {};
state->mid_jump = false;
state->jump_time = 0.f;
entity->height = 1.4f;
entity->width = entity->height * 0.7f;
state->hero_direction = hh::HeroBitmaps_Front;
player->entity_id = entity_id;
}
// Update mouse & keyboard states for player 1
void update_player_controllers( hh::GameState* gs, InputState* input )
{
gs->player_1.controller.keyboard = input->keyboard;
gs->player_1.controller.mouse = input->mouse;
// Update controller states for the players
for ( s32 id = 1; id <= Max_Controllers; ++ id )
{
XInputPadState* xpad = input->xpads [ id - 1 ];
DualsensePadState* ds_pad = input->ds_pads[ id - 1 ];
if ( gs->player_1.controller.xpad_id == id )
{
gs->player_1.controller.xpad = xpad;
xpad = nullptr;
}
if ( gs->player_1.controller.ds_pad_id == id )
{
gs->player_1.controller.ds_pad = ds_pad;
ds_pad = nullptr;
}
if ( gs->player_2.controller.xpad_id == id )
{
gs->player_2.controller.xpad = xpad;
xpad = nullptr;
}
if ( gs->player_2.controller.ds_pad_id == id )
{
gs->player_2.controller.ds_pad = ds_pad;
ds_pad = nullptr;
}
#define can_assign( player ) ( player.controller.xpad == nullptr && player.controller.ds_pad == nullptr )
if ( xpad && pressed( xpad->start ) )
{
if ( can_assign( gs->player_1 ) )
{
gs->player_1.controller.xpad_id = id;
gs->player_1.controller.xpad = xpad;
continue;
}
if ( can_assign( gs->player_2 ) )
{
gs->player_2.controller.xpad_id = id;
gs->player_2.controller.xpad = xpad;
do_once() {
player_init( & gs->player_2, gs );
}
}
}
if ( ds_pad && pressed( ds_pad->options ) )
{
if ( can_assign( gs->player_1 ) )
{
gs->player_1.controller.ds_pad_id = id;
gs->player_1.controller.ds_pad = ds_pad;
continue;
}
if ( can_assign( gs->player_2 ) )
{
gs->player_2.controller.ds_pad_id = id;
gs->player_2.controller.ds_pad = ds_pad;
do_once() {
player_init( & gs->player_2, gs );
}
}
}
#undef can_assign
}
}
// TODO(Ed) : Move to handmade module?
internal
void update_player_state( f32 delta_time, World* world, hh::GameState* game_state, hh::PlayerState* player, hh::PlayerActions* player_actions )
void update_player( hh::Player* player, f32 delta_time, World* world, hh::GameState* gs )
{
hh::PlayerState* state = & player->state;
hh::Entity* entity = get_entity( gs, player->entity_id );
hh::PlayerActions* actions = & player->actions;
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;
f32 player_half_width = entity->width / 2.f;
f32 player_quarter_height = entity->height / 4.f;
f32 move_accel = 36.f;
if ( player_actions->sprint )
if ( actions->sprint )
{
move_accel = 94.f;
}
TileMapPos old_pos = player->position;
Pos2_f32 new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
TileMapPos old_pos = entity->position;
Pos2_f32 new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
Vec2 player_move_vec = {};
if ( player_actions->player_x_move_analog || player_actions->player_y_move_analog )
if ( actions->player_x_move_analog || actions->player_y_move_analog )
{
player_move_vec.x = scast(f32, player_actions->player_x_move_analog );
player_move_vec.y = scast(f32, player_actions->player_y_move_analog );
player_move_vec.x = scast(f32, actions->player_x_move_analog );
player_move_vec.y = scast(f32, actions->player_y_move_analog );
}
else
{
player_move_vec.x = scast(f32, player_actions->player_x_move_digital );
player_move_vec.y = scast(f32, player_actions->player_y_move_digital );
player_move_vec.x = scast(f32, actions->player_x_move_digital );
player_move_vec.y = scast(f32, actions->player_y_move_digital );
}
Dir2 player_direction = cast( Dir2, player_move_vec );
Accel2 player_move_accel = scast( Accel2, player_direction ) * move_accel;
// TODO(Ed) : ODE!
Accel2 friction = pcast( Accel2, player->move_velocity) * 9.f;
Accel2 friction = pcast( Accel2, entity->move_velocity) * 9.f;
player_move_accel -= friction;
player->move_velocity += player_move_accel * 0.5f;
new_player_pos += player->move_velocity;
entity->move_velocity += player_move_accel * 0.5f;
new_player_pos += entity->move_velocity;
// Old collision implmentation
#if 1
@ -481,6 +623,7 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
{
wall_vector = { 1.f, 0.f };
}
if ( collision_ne && collision_se )
{
wall_vector = { -1.f, 0.f };
}
@ -499,10 +642,10 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
//}
// 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
player->move_velocity -= cast( Vel2, 1.f * scalar_product( Vec2( player->move_velocity ), wall_vector ) * wall_vector );
entity->move_velocity -= cast( Vel2, 1.f * scalar_product( Vec2( entity->move_velocity ), wall_vector ) * wall_vector );
new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
new_player_pos += player->move_velocity;
new_player_pos += entity->move_velocity;
}
TileMapPos new_pos = {
@ -510,7 +653,7 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
};
new_pos = recannonicalize_position( tile_map, new_pos );
player->position = new_pos;
entity->position = new_pos;
}
#else
{
@ -524,7 +667,7 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
s32 min_tile_y = 0;
TileMapPos best_position = old_pos;
Dist2 best_distance2 = cast(Dist2, magnitude_squared( player->move_velocity ) );
Dist2 best_distance2 = cast(Dist2, magnitude_squared( entity->move_velocity ) );
for ( s32 tile_y = 0; tile_y <= min_tile_y; ++ tile_y )
{
@ -553,22 +696,22 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
}
}
player->position = new_pos;
entity->position = new_pos;
}
#endif
bool on_new_tile = TileMap_are_on_same_tile( & player->position, & old_pos );
b32 on_new_tile = TileMap_are_on_same_tile( & entity->position, & old_pos );
if ( ! on_new_tile )
{
u32 new_tile_value = TileMap_get_tile_value( tile_map, player->position );
u32 new_tile_value = TileMap_get_tile_value( tile_map, entity->position );
if ( new_tile_value == 3 )
{
++ player->position.tile_z;
++ entity->position.tile_z;
}
else if ( new_tile_value == 4 )
{
-- player->position.tile_z;
-- entity->position.tile_z;
}
}
@ -578,54 +721,57 @@ void update_player_state( f32 delta_time, World* world, hh::GameState* game_stat
using hh::HeroBitmaps_Left;
using hh::HeroBitmaps_Right;
if ( player_actions->player_y_move_digital > 0 || player_actions->player_y_move_analog > 0 )
if ( actions->player_y_move_digital > 0 || actions->player_y_move_analog > 0 )
{
player->hero_direction = HeroBitmaps_Back;
state->hero_direction = HeroBitmaps_Back;
}
if ( player_actions->player_y_move_digital < 0 || player_actions->player_y_move_analog < 0 )
if ( actions->player_y_move_digital < 0 || actions->player_y_move_analog < 0 )
{
player->hero_direction = HeroBitmaps_Front;
state->hero_direction = HeroBitmaps_Front;
}
if ( player_actions->player_x_move_digital > 0 || player_actions->player_x_move_analog > 0 )
if ( actions->player_x_move_digital > 0 || actions->player_x_move_analog > 0 )
{
player->hero_direction = HeroBitmaps_Right;
state->hero_direction = HeroBitmaps_Right;
}
if ( player_actions->player_x_move_digital < 0 || player_actions->player_x_move_analog < 0 )
if ( actions->player_x_move_digital < 0 || actions->player_x_move_analog < 0 )
{
player->hero_direction = HeroBitmaps_Left;
state->hero_direction = HeroBitmaps_Left;
}
if ( player->jump_time > 0.f )
if ( state->jump_time > 0.f )
{
player->jump_time -= delta_time;
state->jump_time -= delta_time;
}
else
{
player->jump_time = 0.f;
player->mid_jump = false;
state->jump_time = 0.f;
state->mid_jump = false;
}
if ( ! player->mid_jump && player_actions->jump )
if ( ! state->mid_jump && actions->jump )
{
player->jump_time = 1.f;
player->mid_jump = true;
state->jump_time = 1.f;
state->mid_jump = true;
}
}
void render_player( hh::PlayerState* player, World* world, hh::GameState* game_state, OffscreenBuffer* back_buffer )
void render_player( hh::Player* player, World* world, hh::GameState* gs, OffscreenBuffer* back_buffer )
{
Vec2 screen_center = get_screen_center( back_buffer );
hh::Entity* entity = get_entity( gs, player->entity_id );
hh::PlayerState* state = & player->state;
f32 player_red = 0.7f;
f32 player_green = 0.7f;
f32 player_blue = 0.3f;
f32 player_half_width = player->width / 2.f;
f32 player_half_width = entity->width / 2.f;
if ( player->position.tile_z != game_state->camera_pos.tile_z )
if ( entity->position.tile_z != gs->camera_pos.tile_z )
return;
TileMapPos player_to_camera = subtract( player->position, game_state->camera_pos );
TileMapPos player_to_camera = subtract( entity->position, gs->camera_pos );
Vec2 player_to_screenspace {
player_to_camera.rel_pos.x + scast(f32, player_to_camera.tile_x) * world->tile_map->tile_size_in_meters,
@ -633,12 +779,12 @@ void render_player( hh::PlayerState* player, World* world, hh::GameState* game_s
};
Pos2 player_ground_pos = cast( Pos2, screen_center + player_to_screenspace * world->tile_meters_to_pixels );
hh::HeroBitmaps* hero_bitmaps = & game_state->hero_bitmaps[player->hero_direction];
hh::HeroBitmaps* hero_bitmaps = & gs->hero_bitmaps[state->hero_direction];
#if 1
Vec2 player_collision_min {
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.y - entity->height * world->tile_meters_to_pixels,
};
Vec2 player_collision_max {
player_ground_pos.x + player_half_width * world->tile_meters_to_pixels,
@ -659,7 +805,7 @@ void render_player( hh::PlayerState* player, World* world, hh::GameState* game_s
#if 1
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - 125.f }
, & game_state->mojito_head );
, & gs->mojito_head );
#else
draw_bitmap( back_buffer
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
@ -816,14 +962,14 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
s32 tile_value = 1;
bool in_middle_x = tile_x == (world->tiles_per_screen_x / 2);
bool in_middle_y = tile_y == (world->tiles_per_screen_y / 2);
b32 in_middle_x = tile_x == (world->tiles_per_screen_x / 2);
b32 in_middle_y = tile_y == (world->tiles_per_screen_y / 2);
bool on_right = tile_x == (world->tiles_per_screen_x - 1);
bool on_left = tile_x == 0;
b32 on_right = tile_x == (world->tiles_per_screen_x - 1);
b32 on_left = tile_x == 0;
bool on_bottom = tile_y == 0;
bool on_top = tile_y == (world->tiles_per_screen_y - 1);
b32 on_bottom = tile_y == 0;
b32 on_top = tile_y == (world->tiles_per_screen_y - 1);
if ( on_left && (! in_middle_y || ! door_left ))
{
@ -899,33 +1045,33 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
}
}
hh::GameState* game_state = rcast( hh::GameState*, state->game_memory.persistent );
hh::GameState* gs = rcast( hh::GameState*, state->game_memory.persistent );
assert( sizeof(hh::GameState) <= state->game_memory.persistent_size );
// Personally made assets
{
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 );
gs->test_bg = load_bmp( platform_api, path_test_bg );
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 );
}
}

View File

@ -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

View File

@ -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];

View File

@ -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
}
}