mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2024-12-21 22:14:43 -08:00
WIP - Day 46 : Got new input system working
This commit is contained in:
parent
470e85ea3a
commit
467c2ee34b
@ -56,11 +56,24 @@ EngineContext* get_context()
|
||||
|
||||
#define pressed( btn ) (btn.ended_down && btn.half_transitions > 0)
|
||||
|
||||
inline
|
||||
Vec2 get_screen_center( OffscreenBuffer* back_buffer )
|
||||
{
|
||||
Vec2 result {
|
||||
scast(f32, back_buffer->width) * 0.5f,
|
||||
scast(f32, back_buffer->height) * 0.5f
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
internal
|
||||
void input_poll_engine_actions( InputState* input, EngineActions* actions )
|
||||
{
|
||||
ControllerState* controller = & input->controllers[0];
|
||||
KeyboardState* keyboard = controller->keyboard;
|
||||
#if NEW_INPUT_DESIGN
|
||||
KeyboardState* keyboard = input->keyboard;
|
||||
#else
|
||||
KeyboardState* keyboard = input->controllers[0].keyboard;
|
||||
#endif
|
||||
|
||||
// actions->move_right |= keyboard->D.EndedDown;
|
||||
// actions->move_left |= keyboard->A.EndedDown;
|
||||
@ -87,7 +100,11 @@ void input_poll_engine_actions( InputState* input, EngineActions* actions )
|
||||
actions->loop_mode_game |= pressed( keyboard->L ) && ! keyboard->right_shift.ended_down && ! keyboard->right_alt.ended_down;
|
||||
actions->loop_mode_engine |= pressed( keyboard->L ) && keyboard->right_shift.ended_down;
|
||||
|
||||
MousesState* mouse = controller->mouse;
|
||||
#if NEW_INPUT_DESIGN
|
||||
MousesState* mouse = input->mouse;
|
||||
#else
|
||||
MousesState* mouse = input->controllers[0].mouse;
|
||||
#endif
|
||||
|
||||
actions->move_right = (mouse->horizontal_wheel.end > 0.f) * 20;
|
||||
actions->move_left = (mouse->horizontal_wheel.end < 0.f) * 20;
|
||||
@ -100,11 +117,16 @@ void input_poll_engine_actions( InputState* input, EngineActions* actions )
|
||||
#endif
|
||||
}
|
||||
|
||||
// TODO(Ed) : Move to handmade module
|
||||
internal
|
||||
void input_poll_player_actions( InputState* input, hh::PlayerActions* actions )
|
||||
void input_poll_player_actions(
|
||||
#if NEW_INPUT_DESIGN
|
||||
hh::ControllerState* controller
|
||||
#else
|
||||
ControllerState* controller
|
||||
#endif
|
||||
, hh::PlayerActions* actions, b32 is_player_2 )
|
||||
{
|
||||
ControllerState* controller = & input->controllers[0];
|
||||
|
||||
if ( controller->ds_pad )
|
||||
{
|
||||
DualsensePadState* pad = controller->ds_pad;
|
||||
@ -114,6 +136,11 @@ void input_poll_player_actions( InputState* input, hh::PlayerActions* actions )
|
||||
|
||||
actions->player_x_move_analog += pad->stick.left.X.end;
|
||||
actions->player_y_move_analog += pad->stick.left.Y.end;
|
||||
|
||||
if ( is_player_2 )
|
||||
{
|
||||
actions->join |= pressed( pad->share );
|
||||
}
|
||||
}
|
||||
if ( controller->xpad )
|
||||
{
|
||||
@ -124,6 +151,11 @@ void input_poll_player_actions( InputState* input, hh::PlayerActions* actions )
|
||||
|
||||
actions->player_x_move_analog += pad->stick.left.X.end;
|
||||
actions->player_y_move_analog += pad->stick.left.Y.end;
|
||||
|
||||
if ( is_player_2 )
|
||||
{
|
||||
actions->join |= pressed( pad->start );
|
||||
}
|
||||
}
|
||||
|
||||
if ( controller->keyboard )
|
||||
@ -365,6 +397,287 @@ Bitmap load_bmp( platform::ModuleAPI* platform_api, Str file_path )
|
||||
return result;
|
||||
}
|
||||
|
||||
// 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 )
|
||||
{
|
||||
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 move_accel = 36.f;
|
||||
if ( player_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 };
|
||||
|
||||
Vec2 player_move_vec = {};
|
||||
if ( player_actions->player_x_move_analog || player_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 );
|
||||
}
|
||||
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 );
|
||||
}
|
||||
|
||||
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;
|
||||
player_move_accel -= friction;
|
||||
|
||||
player->move_velocity += player_move_accel * 0.5f;
|
||||
new_player_pos += player->move_velocity;
|
||||
|
||||
// Old collision implmentation
|
||||
#if 1
|
||||
{
|
||||
b32 collision_nw = false;
|
||||
b32 collision_ne = false;
|
||||
b32 collision_sw = false;
|
||||
b32 collision_se = false;
|
||||
do
|
||||
{
|
||||
// Base position
|
||||
//TileMapPos test_pos = {
|
||||
//new_player_pos.x, new_player_pos.y,
|
||||
//old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
//};
|
||||
//test_pos = recannonicalize_position( tile_map, test_pos );
|
||||
|
||||
// TODO(Ed) : Need a delta-function that auto-reconnonicalizes.
|
||||
|
||||
TileMapPos test_pos_nw {
|
||||
new_player_pos.x - player_half_width, new_player_pos.y + player_quarter_height,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
test_pos_nw = recannonicalize_position( tile_map, test_pos_nw );
|
||||
collision_nw = ! TileMap_is_point_empty( tile_map, test_pos_nw );
|
||||
|
||||
TileMapPos test_pos_ne {
|
||||
new_player_pos.x + player_half_width, new_player_pos.y + player_quarter_height,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
test_pos_ne = recannonicalize_position( tile_map, test_pos_ne );
|
||||
collision_ne = ! TileMap_is_point_empty( tile_map, test_pos_ne );
|
||||
|
||||
TileMapPos test_pos_sw {
|
||||
new_player_pos.x - player_half_width, new_player_pos.y,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
test_pos_sw = recannonicalize_position( tile_map, test_pos_sw );
|
||||
collision_sw = ! TileMap_is_point_empty( tile_map, test_pos_sw );
|
||||
|
||||
TileMapPos test_pos_se {
|
||||
new_player_pos.x + player_half_width, new_player_pos.y,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
test_pos_se = recannonicalize_position( tile_map, test_pos_se );
|
||||
collision_se = ! TileMap_is_point_empty( tile_map, test_pos_se );
|
||||
}
|
||||
while(0);
|
||||
|
||||
if ( collision_se || collision_sw || collision_ne || collision_nw )
|
||||
{
|
||||
// Should be colliding with a wall
|
||||
|
||||
Vec2 wall_vector = { 0, 0 };
|
||||
if ( collision_nw && collision_sw )
|
||||
{
|
||||
wall_vector = { 1.f, 0.f };
|
||||
}
|
||||
{
|
||||
wall_vector = { -1.f, 0.f };
|
||||
}
|
||||
if ( collision_nw && collision_ne )
|
||||
{
|
||||
wall_vector = { 0.f, 1.f };
|
||||
}
|
||||
if ( collision_se && collision_sw )
|
||||
{
|
||||
wall_vector = { 0.f, -1.f };
|
||||
}
|
||||
|
||||
//if ( collision_nw && !collision_ne && !collision_sw && !collision_se )
|
||||
//{
|
||||
// wall_vector = { 1.f, 1.f };
|
||||
//}
|
||||
|
||||
// The 2x multiplier allows for the the "bounce off" velocity to occur instead of the player just looking like they impacted the wall and stopped
|
||||
player->move_velocity -= cast( Vel2, 1.f * scalar_product( Vec2( player->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;
|
||||
}
|
||||
|
||||
TileMapPos new_pos = {
|
||||
new_player_pos.x, new_player_pos.y,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
new_pos = recannonicalize_position( tile_map, new_pos );
|
||||
player->position = new_pos;
|
||||
}
|
||||
#else
|
||||
{
|
||||
TileMapPos new_pos = {
|
||||
new_player_pos.x, new_player_pos.y,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
new_pos = recannonicalize_position( tile_map, new_pos );
|
||||
|
||||
s32 min_tile_x = 0;
|
||||
s32 min_tile_y = 0;
|
||||
|
||||
TileMapPos best_position = old_pos;
|
||||
Dist2 best_distance2 = cast(Dist2, magnitude_squared( player->move_velocity ) );
|
||||
|
||||
for ( s32 tile_y = 0; tile_y <= min_tile_y; ++ tile_y )
|
||||
{
|
||||
for ( s32 tile_x = 0; tile_x <= min_tile_x; ++ tile_x )
|
||||
{
|
||||
TileMapPos test_tile_pos = centered_tile_point( tile_x, tile_y, new_pos.tile_z );
|
||||
s32 tile_value = TileMap_get_tile_value( tile_map, test_tile_pos );
|
||||
|
||||
if ( TileMap_is_tile_value_empty( tile_value ) )
|
||||
{
|
||||
Vec2 tile_xy_in_meters = Vec2 { tile_map->tile_size_in_meters, tile_map->tile_size_in_meters };
|
||||
|
||||
Vec2 min_corner = -0.5f * tile_xy_in_meters;
|
||||
Vec2 max_corner = 0.5f * tile_xy_in_meters;
|
||||
|
||||
TileMapPos rel_new_player_pos = subtract( test_tile_pos, new_pos );
|
||||
Vec2 test_pos = closest_point_in_rectangle( min_corner, max_corner, rel_new_player_pos );
|
||||
|
||||
f32 test_dist2 = ;
|
||||
if ( best_distance2 > test_dst )
|
||||
{
|
||||
best_position = ;
|
||||
best_distance2 = ;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
player->position = new_pos;
|
||||
}
|
||||
#endif
|
||||
|
||||
bool on_new_tile = TileMap_are_on_same_tile( & player->position, & old_pos );
|
||||
if ( ! on_new_tile )
|
||||
{
|
||||
u32 new_tile_value = TileMap_get_tile_value( tile_map, player->position );
|
||||
|
||||
if ( new_tile_value == 3 )
|
||||
{
|
||||
++ player->position.tile_z;
|
||||
}
|
||||
else if ( new_tile_value == 4 )
|
||||
{
|
||||
-- player->position.tile_z;
|
||||
}
|
||||
}
|
||||
|
||||
using hh::EHeroBitmapsDirection;
|
||||
using hh::HeroBitmaps_Front;
|
||||
using hh::HeroBitmaps_Back;
|
||||
using hh::HeroBitmaps_Left;
|
||||
using hh::HeroBitmaps_Right;
|
||||
|
||||
if ( player_actions->player_y_move_digital > 0 || player_actions->player_y_move_analog > 0 )
|
||||
{
|
||||
player->hero_direction = HeroBitmaps_Back;
|
||||
}
|
||||
if ( player_actions->player_y_move_digital < 0 || player_actions->player_y_move_analog < 0 )
|
||||
{
|
||||
player->hero_direction = HeroBitmaps_Front;
|
||||
}
|
||||
if ( player_actions->player_x_move_digital > 0 || player_actions->player_x_move_analog > 0 )
|
||||
{
|
||||
player->hero_direction = HeroBitmaps_Right;
|
||||
}
|
||||
if ( player_actions->player_x_move_digital < 0 || player_actions->player_x_move_analog < 0 )
|
||||
{
|
||||
player->hero_direction = HeroBitmaps_Left;
|
||||
}
|
||||
|
||||
if ( player->jump_time > 0.f )
|
||||
{
|
||||
player->jump_time -= delta_time;
|
||||
}
|
||||
else
|
||||
{
|
||||
player->jump_time = 0.f;
|
||||
player->mid_jump = false;
|
||||
}
|
||||
|
||||
if ( ! player->mid_jump && player_actions->jump )
|
||||
{
|
||||
player->jump_time = 1.f;
|
||||
player->mid_jump = true;
|
||||
}
|
||||
}
|
||||
|
||||
void render_player( hh::PlayerState* player, World* world, hh::GameState* game_state, OffscreenBuffer* back_buffer )
|
||||
{
|
||||
Vec2 screen_center = get_screen_center( back_buffer );
|
||||
|
||||
f32 player_red = 0.7f;
|
||||
f32 player_green = 0.7f;
|
||||
f32 player_blue = 0.3f;
|
||||
|
||||
f32 player_half_width = player->width / 2.f;
|
||||
|
||||
TileMapPos player_to_camera = subtract( player->position, game_state->camera_pos );
|
||||
|
||||
Vec2 player_to_screenspace {
|
||||
player_to_camera.rel_pos.x + scast(f32, player_to_camera.tile_x) * world->tile_map->tile_size_in_meters,
|
||||
-1 * (player_to_camera.rel_pos.y + scast(f32, player_to_camera.tile_y) * world->tile_map->tile_size_in_meters)
|
||||
};
|
||||
Pos2 player_ground_pos = cast( Pos2, screen_center + player_to_screenspace * world->tile_meters_to_pixels );
|
||||
|
||||
hh::HeroBitmaps* hero_bitmaps = & game_state->hero_bitmaps[player->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,
|
||||
};
|
||||
Vec2 player_collision_max {
|
||||
player_ground_pos.x + player_half_width * world->tile_meters_to_pixels,
|
||||
player_ground_pos.y
|
||||
};
|
||||
|
||||
draw_rectangle( back_buffer
|
||||
, player_collision_min, player_collision_max
|
||||
, player_red, player_green, player_blue );
|
||||
#endif
|
||||
|
||||
draw_bitmap( back_buffer
|
||||
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
|
||||
, & hero_bitmaps->torso );
|
||||
draw_bitmap( back_buffer
|
||||
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
|
||||
, & hero_bitmaps->cape );
|
||||
#if 1
|
||||
draw_bitmap( back_buffer
|
||||
, { player_ground_pos.x, player_ground_pos.y - 125.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
|
||||
}
|
||||
|
||||
Engine_API
|
||||
void on_module_reload( Memory* memory, platform::ModuleAPI* platfom_api )
|
||||
{
|
||||
@ -681,13 +994,13 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
|
||||
game_state->hero_bitmaps[HeroBitmaps_Right].align_y = align_y;
|
||||
|
||||
#undef load_bmp_asset
|
||||
|
||||
game_state->hero_direction = HeroBitmaps_Front;
|
||||
}
|
||||
|
||||
game_state->camera_pos.tile_x = world->tiles_per_screen_x / 2;
|
||||
game_state->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;
|
||||
@ -701,6 +1014,24 @@ void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI*
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
Engine_API
|
||||
@ -713,6 +1044,10 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
|
||||
{
|
||||
EngineState* state = rcast( EngineState*, memory->persistent );
|
||||
|
||||
// TODO(Ed): This can get unscoped when the handmade module impl is offloaded
|
||||
// Engine Update
|
||||
{
|
||||
assert( sizeof(EngineState) <= memory->persistent_size );
|
||||
|
||||
state->context.delta_time = delta_time;
|
||||
@ -735,14 +1070,11 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
}
|
||||
#endif
|
||||
|
||||
ControllerState* controller = & input->controllers[0];
|
||||
|
||||
EngineActions engine_actions {};
|
||||
hh::PlayerActions player_actions {};
|
||||
|
||||
input_poll_engine_actions( input, & engine_actions );
|
||||
|
||||
#if Build_Development
|
||||
#if Build_Development
|
||||
if ( engine_actions.load_auto_snapshot )
|
||||
{
|
||||
s32 current_slot = memory->active_snapshot_slot;
|
||||
@ -772,7 +1104,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
play_input( & load_engine_snapshot, memory, input, platform_api );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Process Engine Actions
|
||||
{
|
||||
@ -837,7 +1169,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
#endif
|
||||
}
|
||||
|
||||
#if Build_Development
|
||||
#if Build_Development
|
||||
if ( ! memory->engine_loop_active )
|
||||
{
|
||||
// Input recording and playback for game state
|
||||
@ -850,11 +1182,68 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
play_input( & load_game_snapshot, memory, input, platform_api );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
hh::GameState* game_state = rcast( hh::GameState*, state->game_memory.persistent );
|
||||
hh::PlayerState* player = & game_state->player_state;
|
||||
|
||||
hh::PlayerActions player_actions {};
|
||||
hh::PlayerActions player_actions_2 {};
|
||||
|
||||
#if NEW_INPUT_DESIGN
|
||||
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->share ) )
|
||||
{
|
||||
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 );
|
||||
#else
|
||||
input_poll_player_actions( & input->controllers[0], & player_actions, 0 );
|
||||
#endif
|
||||
|
||||
World* world = state->context.world;
|
||||
TileMap* tile_map = world->tile_map;
|
||||
|
||||
@ -868,220 +1257,13 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
using hh::HeroBitmaps_Left;
|
||||
using hh::HeroBitmaps_Right;
|
||||
|
||||
input_poll_player_actions( input, & player_actions );
|
||||
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 );
|
||||
|
||||
// TODO(Ed) : Move to handmade module?
|
||||
// Camera Update
|
||||
// void update_camera( ... )
|
||||
{
|
||||
f32 move_accel = 36.f;
|
||||
if ( player_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 };
|
||||
|
||||
Vec2 player_move_vec = {};
|
||||
if ( player_actions.player_x_move_analog || player_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 );
|
||||
}
|
||||
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 );
|
||||
}
|
||||
|
||||
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;
|
||||
player_move_accel -= friction;
|
||||
|
||||
player->move_velocity += player_move_accel * 0.5f;
|
||||
new_player_pos += player->move_velocity;
|
||||
|
||||
// Old collision implmentation
|
||||
#if 1
|
||||
{
|
||||
b32 collision_nw = false;
|
||||
b32 collision_ne = false;
|
||||
b32 collision_sw = false;
|
||||
b32 collision_se = false;
|
||||
do
|
||||
{
|
||||
// Base position
|
||||
//TileMapPos test_pos = {
|
||||
//new_player_pos.x, new_player_pos.y,
|
||||
//old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
//};
|
||||
//test_pos = recannonicalize_position( tile_map, test_pos );
|
||||
|
||||
// TODO(Ed) : Need a delta-function that auto-reconnonicalizes.
|
||||
|
||||
TileMapPos test_pos_nw {
|
||||
new_player_pos.x - player_half_width, new_player_pos.y + player_quarter_height,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
test_pos_nw = recannonicalize_position( tile_map, test_pos_nw );
|
||||
collision_nw = ! TileMap_is_point_empty( tile_map, test_pos_nw );
|
||||
|
||||
TileMapPos test_pos_ne {
|
||||
new_player_pos.x + player_half_width, new_player_pos.y + player_quarter_height,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
test_pos_ne = recannonicalize_position( tile_map, test_pos_ne );
|
||||
collision_ne = ! TileMap_is_point_empty( tile_map, test_pos_ne );
|
||||
|
||||
TileMapPos test_pos_sw {
|
||||
new_player_pos.x - player_half_width, new_player_pos.y,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
test_pos_sw = recannonicalize_position( tile_map, test_pos_sw );
|
||||
collision_sw = ! TileMap_is_point_empty( tile_map, test_pos_sw );
|
||||
|
||||
TileMapPos test_pos_se {
|
||||
new_player_pos.x + player_half_width, new_player_pos.y,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
test_pos_se = recannonicalize_position( tile_map, test_pos_se );
|
||||
collision_se = ! TileMap_is_point_empty( tile_map, test_pos_se );
|
||||
}
|
||||
while(0);
|
||||
|
||||
if ( collision_se || collision_sw || collision_ne || collision_nw )
|
||||
{
|
||||
// Should be colliding with a wall
|
||||
|
||||
Vec2 wall_vector = { 0, 0 };
|
||||
if ( collision_nw && collision_sw )
|
||||
{
|
||||
wall_vector = { 1.f, 0.f };
|
||||
}
|
||||
{
|
||||
wall_vector = { -1.f, 0.f };
|
||||
}
|
||||
if ( collision_nw && collision_ne )
|
||||
{
|
||||
wall_vector = { 0.f, 1.f };
|
||||
}
|
||||
if ( collision_se && collision_sw )
|
||||
{
|
||||
wall_vector = { 0.f, -1.f };
|
||||
}
|
||||
|
||||
//if ( collision_nw && !collision_ne && !collision_sw && !collision_se )
|
||||
//{
|
||||
// wall_vector = { 1.f, 1.f };
|
||||
//}
|
||||
|
||||
// The 2x multiplier allows for the the "bounce off" velocity to occur instead of the player just looking like they impacted the wall and stopped
|
||||
player->move_velocity -= cast( Vel2, 1.f * scalar_product( Vec2( player->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;
|
||||
}
|
||||
|
||||
TileMapPos new_pos = {
|
||||
new_player_pos.x, new_player_pos.y,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
new_pos = recannonicalize_position( tile_map, new_pos );
|
||||
player->position = new_pos;
|
||||
}
|
||||
#else
|
||||
{
|
||||
TileMapPos new_pos = {
|
||||
new_player_pos.x, new_player_pos.y,
|
||||
old_pos.tile_x, old_pos.tile_y, old_pos.tile_z
|
||||
};
|
||||
new_pos = recannonicalize_position( tile_map, new_pos );
|
||||
|
||||
s32 min_tile_x = 0;
|
||||
s32 min_tile_y = 0;
|
||||
|
||||
TileMapPos best_position = old_pos;
|
||||
Dist2 best_distance2 = cast(Dist2, magnitude_squared( player->move_velocity ) );
|
||||
|
||||
for ( s32 tile_y = 0; tile_y <= min_tile_y; ++ tile_y )
|
||||
{
|
||||
for ( s32 tile_x = 0; tile_x <= min_tile_x; ++ tile_x )
|
||||
{
|
||||
TileMapPos test_tile_pos = centered_tile_point( tile_x, tile_y, new_pos.tile_z );
|
||||
s32 tile_value = TileMap_get_tile_value( tile_map, test_tile_pos );
|
||||
|
||||
if ( TileMap_is_tile_value_empty( tile_value ) )
|
||||
{
|
||||
Vec2 tile_xy_in_meters = Vec2 { tile_map->tile_size_in_meters, tile_map->tile_size_in_meters };
|
||||
|
||||
Vec2 min_corner = -0.5f * tile_xy_in_meters;
|
||||
Vec2 max_corner = 0.5f * tile_xy_in_meters;
|
||||
|
||||
TileMapPos rel_new_player_pos = subtract( test_tile_pos, new_pos );
|
||||
Vec2 test_pos = closest_point_in_rectangle( min_corner, max_corner, rel_new_player_pos );
|
||||
|
||||
f32 test_dist2 = ;
|
||||
if ( best_distance2 > test_dst )
|
||||
{
|
||||
best_position = ;
|
||||
best_distance2 = ;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
player->position = new_pos;
|
||||
}
|
||||
#endif
|
||||
|
||||
bool on_new_tile = TileMap_are_on_same_tile( & player->position, & old_pos );
|
||||
if ( ! on_new_tile )
|
||||
{
|
||||
u32 new_tile_value = TileMap_get_tile_value( tile_map, player->position );
|
||||
|
||||
if ( new_tile_value == 3 )
|
||||
{
|
||||
++ player->position.tile_z;
|
||||
}
|
||||
else if ( new_tile_value == 4 )
|
||||
{
|
||||
-- player->position.tile_z;
|
||||
}
|
||||
}
|
||||
|
||||
if ( player_actions.player_y_move_digital > 0 || player_actions.player_y_move_analog > 0 )
|
||||
{
|
||||
game_state->hero_direction = HeroBitmaps_Back;
|
||||
}
|
||||
if ( player_actions.player_y_move_digital < 0 || player_actions.player_y_move_analog < 0 )
|
||||
{
|
||||
game_state->hero_direction = HeroBitmaps_Front;
|
||||
}
|
||||
if ( player_actions.player_x_move_digital > 0 || player_actions.player_x_move_analog > 0 )
|
||||
{
|
||||
game_state->hero_direction = HeroBitmaps_Right;
|
||||
}
|
||||
if ( player_actions.player_x_move_digital < 0 || player_actions.player_x_move_analog < 0 )
|
||||
{
|
||||
game_state->hero_direction = HeroBitmaps_Left;
|
||||
}
|
||||
|
||||
if ( player->jump_time > 0.f )
|
||||
{
|
||||
player->jump_time -= delta_time;
|
||||
}
|
||||
else
|
||||
{
|
||||
player->jump_time = 0.f;
|
||||
player->mid_jump = false;
|
||||
}
|
||||
|
||||
if ( ! player->mid_jump && player_actions.jump )
|
||||
{
|
||||
player->jump_time = 1.f;
|
||||
player->mid_jump = true;
|
||||
}
|
||||
|
||||
TileMapPos player_to_camera = subtract( player->position, game_state->camera_pos );
|
||||
|
||||
game_state->camera_pos.tile_z = player->position.tile_z;
|
||||
@ -1104,11 +1286,11 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
}
|
||||
}
|
||||
|
||||
Vec2 screen_center {
|
||||
scast(f32, back_buffer->width) * 0.5f,
|
||||
scast(f32, back_buffer->height) * 0.5f
|
||||
};
|
||||
Vec2 screen_center = get_screen_center( back_buffer );
|
||||
|
||||
// Background & Tile Render relative to player 1's camera
|
||||
// void render_bg_and_level( ... )
|
||||
{
|
||||
draw_rectangle( back_buffer
|
||||
, Zero(Vec2)
|
||||
, { scast(f32, back_buffer->width), scast(f32, back_buffer->height) }
|
||||
@ -1117,7 +1299,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
draw_bitmap( back_buffer, screen_center, & game_state->test_bg );
|
||||
draw_bitmap( back_buffer, screen_center, & game_state->test_bg_hh );
|
||||
|
||||
// Screen Camera
|
||||
// Screen Camera
|
||||
for ( s32 relative_row = -10; relative_row < +10; ++ relative_row )
|
||||
{
|
||||
for ( s32 relative_col = -20; relative_col < +20; ++ relative_col )
|
||||
@ -1171,6 +1353,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Bad bitmap test
|
||||
#if 0
|
||||
@ -1189,53 +1372,17 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
}
|
||||
#endif
|
||||
|
||||
// Player
|
||||
f32 player_red = 0.7f;
|
||||
f32 player_green = 0.7f;
|
||||
f32 player_blue = 0.3f;
|
||||
// Player Rendering
|
||||
render_player( player, world, game_state, back_buffer );
|
||||
|
||||
TileMapPos player_to_camera = subtract( player->position, game_state->camera_pos );
|
||||
|
||||
Vec2 player_to_screenspace {
|
||||
player_to_camera.rel_pos.x + scast(f32, player_to_camera.tile_x) * world->tile_map->tile_size_in_meters,
|
||||
-1 * (player_to_camera.rel_pos.y + scast(f32, player_to_camera.tile_y) * world->tile_map->tile_size_in_meters)
|
||||
};
|
||||
Pos2 player_ground_pos = cast( Pos2, screen_center + player_to_screenspace * world->tile_meters_to_pixels );
|
||||
|
||||
hh::HeroBitmaps* hero_bitmaps = & game_state->hero_bitmaps[game_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,
|
||||
};
|
||||
Vec2 player_collision_max {
|
||||
player_ground_pos.x + player_half_width * world->tile_meters_to_pixels,
|
||||
player_ground_pos.y
|
||||
};
|
||||
|
||||
draw_rectangle( back_buffer
|
||||
, player_collision_min, player_collision_max
|
||||
, player_red, player_green, player_blue );
|
||||
#if NEW_INPUT_DESIGN
|
||||
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 );
|
||||
#endif
|
||||
|
||||
draw_bitmap( back_buffer
|
||||
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
|
||||
, & hero_bitmaps->torso );
|
||||
draw_bitmap( back_buffer
|
||||
, { player_ground_pos.x, player_ground_pos.y - scast(f32, hero_bitmaps->align_y) }
|
||||
, & hero_bitmaps->cape );
|
||||
#if 1
|
||||
draw_bitmap( back_buffer
|
||||
, { player_ground_pos.x, player_ground_pos.y - 125.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
|
||||
|
||||
#if Build_Development
|
||||
// Snapshot Visual Aid
|
||||
#if Build_Development
|
||||
{
|
||||
// Auto-Snapshot percent bar
|
||||
if (1)
|
||||
{
|
||||
@ -1246,6 +1393,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
, 0.f, 0.15f, 0.35f );
|
||||
}
|
||||
|
||||
// Replay indicator
|
||||
if ( memory->replay_mode == ReplayMode_Record )
|
||||
{
|
||||
// TODO(Ed) : We're prob going to need a better indicator for recording...
|
||||
@ -1254,15 +1402,25 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
, { player->position.rel_pos.x + 10.f, player->position.rel_pos.y + 40.f }
|
||||
, 1.f, 1.f, 1.f );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
// Change above to use draw rectangle
|
||||
// Mouse Debug
|
||||
{
|
||||
// Mouse Position
|
||||
if ( 0 )
|
||||
{
|
||||
#if NEW_INPUT_DESIGN
|
||||
draw_rectangle( back_buffer
|
||||
, { (f32)input->mouse->X.end, (f32)input->mouse->Y.end }
|
||||
, { (f32)input->mouse->X.end + 10.f, (f32)input->mouse->Y.end + 10.f }
|
||||
, 1.f, 1.f, 0.f );
|
||||
#else
|
||||
draw_rectangle( back_buffer
|
||||
, { (f32)input->controllers[0].mouse->X.end, (f32)input->controllers[0].mouse->Y.end }
|
||||
, { (f32)input->controllers[0].mouse->X.end + 10.f, (f32)input->controllers[0].mouse->Y.end + 10.f }
|
||||
, 1.f, 1.f, 0.f );
|
||||
#endif
|
||||
}
|
||||
|
||||
// Mouse buttons test
|
||||
@ -1279,6 +1437,7 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
render_player( back_buffer, 5, 35 );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
Engine_API
|
||||
|
@ -7,6 +7,9 @@
|
||||
|
||||
NS_ENGINE_BEGIN
|
||||
|
||||
// Max controllers for the platform layer and thus for all other layers is 4. (Sanity and xinput limit)
|
||||
constexpr u32 Max_Controllers = 4;
|
||||
|
||||
struct DigitalBtn
|
||||
{
|
||||
s32 half_transitions;
|
||||
@ -105,6 +108,7 @@ struct XInputPadState
|
||||
};
|
||||
};
|
||||
};
|
||||
using XInputPadStates = XInputPadState*[ Max_Controllers ];
|
||||
|
||||
struct DualsensePadState
|
||||
{
|
||||
@ -137,6 +141,26 @@ struct DualsensePadState
|
||||
};
|
||||
};
|
||||
};
|
||||
using DualsensePadStates = DualsensePadState*[ Max_Controllers ];
|
||||
|
||||
#define NEW_INPUT_DESIGN 1
|
||||
|
||||
#if NEW_INPUT_DESIGN
|
||||
struct InputStateSnapshot
|
||||
{
|
||||
KeyboardState keyboard;
|
||||
MousesState mouse;
|
||||
XInputPadState xpads [ Max_Controllers ];
|
||||
DualsensePadState ds_pads[ Max_Controllers ];
|
||||
};
|
||||
#else
|
||||
struct ControllerStateSnapshot
|
||||
{
|
||||
KeyboardState keyboard;
|
||||
MousesState mouse;
|
||||
XInputPadState xpad;
|
||||
DualsensePadState ds_pad;
|
||||
};
|
||||
|
||||
struct ControllerState
|
||||
{
|
||||
@ -146,23 +170,23 @@ struct ControllerState
|
||||
DualsensePadState* ds_pad;
|
||||
};
|
||||
|
||||
struct ControllerStateSnapshot
|
||||
{
|
||||
KeyboardState keyboard;
|
||||
MousesState mouse;
|
||||
XInputPadState xpad;
|
||||
DualsensePadState ds_pad;
|
||||
};
|
||||
|
||||
struct InputState
|
||||
{
|
||||
ControllerState controllers[4];
|
||||
};
|
||||
|
||||
struct InputStateSnapshot
|
||||
{
|
||||
ControllerStateSnapshot controllers[4];
|
||||
};
|
||||
#endif
|
||||
|
||||
struct InputState
|
||||
{
|
||||
#if NEW_INPUT_DESIGN
|
||||
KeyboardState* keyboard;
|
||||
MousesState* mouse;
|
||||
XInputPadStates xpads;
|
||||
DualsensePadStates ds_pads;
|
||||
#else
|
||||
ControllerState controllers[4];
|
||||
#endif
|
||||
};
|
||||
|
||||
using InputBindCallback = void( void* );
|
||||
using InputBindCallback_DigitalBtn = void( engine::DigitalBtn* button );
|
||||
|
@ -6,6 +6,7 @@ Doing my best to follow his advice to leave cleaning to when things are more "ce
|
||||
*/
|
||||
#if INTELLISENSE_DIRECTIVES
|
||||
#include "engine.hpp"
|
||||
#include "input.hpp"
|
||||
#endif
|
||||
|
||||
NS_ENGINE_BEGIN
|
||||
@ -105,6 +106,26 @@ void end_playback_input( Memory* memory, InputState* input, platform::ModuleAPI*
|
||||
|
||||
InputStateSnapshot input_state_snapshot( InputState* input )
|
||||
{
|
||||
#if NEW_INPUT_DESIGN
|
||||
InputStateSnapshot snapshot = {};
|
||||
if ( input->keyboard )
|
||||
snapshot.keyboard = * input->keyboard;
|
||||
|
||||
if ( input->mouse )
|
||||
snapshot.mouse = * input->mouse;
|
||||
|
||||
for ( s32 idx = 0; idx < Max_Controllers; ++ idx )
|
||||
{
|
||||
XInputPadState* xpad = input->xpads[ idx ];
|
||||
if ( xpad )
|
||||
snapshot.xpads[ idx ] = * xpad;
|
||||
|
||||
DualsensePadState* ds_pad = input->ds_pads[ idx ];
|
||||
if ( ds_pad )
|
||||
snapshot.ds_pads[ idx ] = * ds_pad;
|
||||
}
|
||||
return snapshot;
|
||||
#else
|
||||
InputStateSnapshot snapshot = {};
|
||||
for ( s32 idx = 0; idx < array_count( snapshot.controllers ); ++ idx )
|
||||
{
|
||||
@ -119,14 +140,13 @@ InputStateSnapshot input_state_snapshot( InputState* input )
|
||||
snapshot.controllers[idx].xpad = *controller->xpad;
|
||||
|
||||
if ( controller->keyboard )
|
||||
{
|
||||
snapshot.controllers[idx].keyboard = *controller->keyboard;
|
||||
}
|
||||
|
||||
if ( controller->mouse )
|
||||
snapshot.controllers[idx].mouse = *controller->mouse;
|
||||
}
|
||||
return snapshot;
|
||||
#endif
|
||||
}
|
||||
|
||||
internal
|
||||
@ -150,6 +170,24 @@ void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, p
|
||||
return;
|
||||
}
|
||||
|
||||
#if NEW_INPUT_DESIGN
|
||||
if ( input->keyboard )
|
||||
* input->keyboard = new_input.keyboard;
|
||||
|
||||
if ( input->mouse )
|
||||
* input->mouse = new_input.mouse;
|
||||
|
||||
for ( s32 idx = 0; idx < Max_Controllers; ++ idx )
|
||||
{
|
||||
XInputPadState* xpad = input->xpads[ idx ];
|
||||
if ( xpad )
|
||||
* xpad = new_input.xpads[ idx ];
|
||||
|
||||
DualsensePadState* ds_pad = input->ds_pads[ idx ];
|
||||
if ( ds_pad )
|
||||
* ds_pad = new_input.ds_pads[ idx ];
|
||||
}
|
||||
#else
|
||||
for ( s32 idx = 0; idx < array_count( new_input.controllers ); ++ idx )
|
||||
{
|
||||
ControllerState* controller = & input->controllers[idx];
|
||||
@ -170,6 +208,7 @@ void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, p
|
||||
if ( controller->mouse )
|
||||
*controller->mouse = new_input.controllers[idx].mouse;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void process_loop_mode( SnapshotFn* take_snapshot, SnapshotFn* load_snapshot
|
||||
|
@ -172,7 +172,6 @@ void TileMap_set_tile_value( MemoryArena* arena, TileMap* tile_map, s32 abs_tile
|
||||
TileChunk_set_tile_value( chunk, tile_map, chunk_pos.tile_x, chunk_pos.tile_y, value );
|
||||
}
|
||||
|
||||
|
||||
internal
|
||||
b32 TileMap_are_on_same_tile( TileMapPos* pos_a, TileMapPos* pos_b )
|
||||
{
|
||||
|
@ -61,36 +61,15 @@ struct ActionableMode
|
||||
Player : Controller, Actionables, ActionSets
|
||||
*/
|
||||
|
||||
struct Player
|
||||
#if NEW_INPUT_DESIGN
|
||||
struct ControllerState
|
||||
{
|
||||
// So far just has an assigned controller.
|
||||
engine::ControllerState* controller;
|
||||
|
||||
// Possilby some other stuff in the future.
|
||||
};
|
||||
|
||||
struct PlayerState
|
||||
{
|
||||
f32 width;
|
||||
f32 height;
|
||||
|
||||
engine::TileMapPos position;
|
||||
Vel2 move_velocity;
|
||||
|
||||
b32 mid_jump;
|
||||
f32 jump_time;
|
||||
};
|
||||
|
||||
struct PlayerActions
|
||||
{
|
||||
s32 player_x_move_digital;
|
||||
s32 player_y_move_digital;
|
||||
f32 player_x_move_analog;
|
||||
f32 player_y_move_analog;
|
||||
|
||||
b32 sprint;
|
||||
b32 jump;
|
||||
engine::KeyboardState* keyboard;
|
||||
engine::MousesState* mouse;
|
||||
engine::XInputPadState* xpad;
|
||||
engine::DualsensePadState* ds_pad;
|
||||
};
|
||||
#endif
|
||||
|
||||
enum EHeroBitmapsDirection : u32
|
||||
{
|
||||
@ -112,9 +91,52 @@ struct HeroBitmaps
|
||||
Bitmap torso;
|
||||
};
|
||||
|
||||
struct PlayerState
|
||||
{
|
||||
f32 width;
|
||||
f32 height;
|
||||
|
||||
engine::TileMapPos position;
|
||||
Vel2 move_velocity;
|
||||
|
||||
b32 mid_jump;
|
||||
f32 jump_time;
|
||||
|
||||
EHeroBitmapsDirection hero_direction;
|
||||
};
|
||||
|
||||
struct PlayerActions
|
||||
{
|
||||
s32 player_x_move_digital;
|
||||
s32 player_y_move_digital;
|
||||
f32 player_x_move_analog;
|
||||
f32 player_y_move_analog;
|
||||
|
||||
b32 sprint;
|
||||
b32 jump;
|
||||
|
||||
b32 join;
|
||||
};
|
||||
|
||||
struct Player
|
||||
{
|
||||
#if NEW_INPUT_DESIGN
|
||||
// So far just has an assigned controller.
|
||||
ControllerState controller;
|
||||
#else
|
||||
engine::ControllerState* controller;
|
||||
#endif
|
||||
|
||||
PlayerState state;
|
||||
};
|
||||
|
||||
struct GameState
|
||||
{
|
||||
Player player_1;
|
||||
Player player_2;
|
||||
|
||||
PlayerState player_state;
|
||||
PlayerState player_state_2;
|
||||
|
||||
using Bitmap = engine::Bitmap;
|
||||
|
||||
@ -127,7 +149,6 @@ struct GameState
|
||||
|
||||
engine::TileMapPos camera_pos;
|
||||
|
||||
EHeroBitmapsDirection hero_direction;
|
||||
HeroBitmaps hero_bitmaps[4];
|
||||
};
|
||||
|
||||
|
@ -9,12 +9,9 @@
|
||||
NS_PLATFORM_BEGIN
|
||||
using namespace win32;
|
||||
|
||||
// Max controllers for the platform layer and thus for all other layers is 4. (Sanity and xinput limit)
|
||||
constexpr u32 Max_Controllers = 4;
|
||||
|
||||
using JSL_DeviceHandle = int;
|
||||
using EngineXInputPadStates = engine::XInputPadState[ Max_Controllers ];
|
||||
using EngineDSPadStates = engine::DualsensePadState[Max_Controllers];
|
||||
using EngineXInputPadStates = engine::XInputPadState [ engine::Max_Controllers ];
|
||||
using EngineDSPadStates = engine::DualsensePadState[ engine::Max_Controllers ];
|
||||
|
||||
internal void
|
||||
input_process_digital_btn( engine::DigitalBtn* old_state, engine::DigitalBtn* new_state, u32 raw_btns, u32 btn_flag )
|
||||
@ -100,7 +97,11 @@ 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
|
||||
@ -122,12 +123,16 @@ 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
|
||||
// TODO(Ed) : Should we poll this more frequently?
|
||||
for ( DWORD controller_index = 0; controller_index < Max_Controllers; ++ controller_index )
|
||||
for ( DWORD controller_index = 0; controller_index < engine::Max_Controllers; ++ controller_index )
|
||||
{
|
||||
XINPUT_STATE controller_state;
|
||||
b32 xinput_detected = xinput_get_state( controller_index, & controller_state ) == XI_PluggedIn;
|
||||
@ -166,11 +171,19 @@ 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
|
||||
}
|
||||
}
|
||||
|
||||
@ -180,6 +193,12 @@ poll_input( HWND window_handle, engine::InputState* input, u32 jsl_num_devices,
|
||||
if ( ! JslStillConnected( jsl_device_handles[ jsl_device_index ] ) )
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
@ -225,7 +244,11 @@ 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
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -962,7 +962,7 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
|
||||
mouse_states[0] = {};
|
||||
mouse_states[0] = {};
|
||||
|
||||
for ( s32 id = 0; id < Max_Controllers; ++ id )
|
||||
for ( s32 id = 0; id < engine::Max_Controllers; ++ id )
|
||||
{
|
||||
xpad_states[0][ id ] = {};
|
||||
xpad_states[1][ id ] = {};
|
||||
|
Loading…
Reference in New Issue
Block a user