mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2025-06-16 11:41:47 -07:00
Day 33 complete.
Man...
This commit is contained in:
@ -60,195 +60,16 @@ struct EngineState
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};
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NS_ENGINE_END
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#include "test_samples.cpp"
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NS_ENGINE_BEGIN
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#if Build_Development
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using SnapshotFn = void ( Memory* memory, platform::ModuleAPI* platform_api );
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internal
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void load_engine_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
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{
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platform_api->memory_copy( memory->persistent, memory->total_size()
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, memory->snapshots[ memory->active_snapshot_slot ].memory );
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}
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internal
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void load_game_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
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{
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s32 slot = memory->active_snapshot_slot;
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EngineState* state = rcast( EngineState*, memory->persistent );
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void* persistent_slot = memory->snapshots[ slot ].memory;
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void* transient_slot = rcast( Byte*, memory->snapshots[ slot ].memory ) + state->game_memory.persistent_size;
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platform_api->memory_copy( state->game_memory.persistent, state->game_memory.persistent_size, persistent_slot );
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platform_api->memory_copy( state->game_memory.transient, state->game_memory.transient_size, transient_slot );
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}
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internal
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void take_engine_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
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{
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platform_api->memory_copy( memory->snapshots[ memory->active_snapshot_slot ].memory, memory->total_size(), memory->persistent );
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memory->snapshots[ memory->active_snapshot_slot ].age = platform_api->get_wall_clock();
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}
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internal
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void take_game_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
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{
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s32 slot = memory->active_snapshot_slot;
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EngineState* state = rcast( EngineState*, memory->persistent );
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void* persistent_slot = memory->snapshots[ slot ].memory;
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void* transient_slot = rcast( Byte*, memory->snapshots[ slot ].memory ) + state->game_memory.persistent_size;
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platform_api->memory_copy( persistent_slot, state->game_memory.persistent_size, state->game_memory.persistent );
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platform_api->memory_copy( transient_slot, state->game_memory.transient_size, state->game_memory.transient );
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memory->snapshots[ memory->active_snapshot_slot ].age = platform_api->get_wall_clock();
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}
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internal
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void begin_recording_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
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Str file_name = str_ascii("test_input_");
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StrPath file_path = {};
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file_path.concat( platform_api->path_scratch, file_name );
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snprintf( file_path.ptr, file_path.len, "%s%d.hm_replay", file_name.ptr, memory->active_snapshot_slot );
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memory->active_input_replay_file.path = file_path;
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platform_api->file_delete( memory->active_input_replay_file.path );
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memory->replay_mode = ReplayMode_Record;
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}
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internal
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void end_recording_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
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memory->replay_mode = ReplayMode_Off;
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platform_api->file_close( & memory->active_input_replay_file );
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}
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internal
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void begin_playback_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
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Str file_name = str_ascii("test_input_");
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StrPath file_path = {};
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file_path.concat( platform_api->path_scratch, file_name );
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snprintf( file_path.ptr, file_path.len, "%s%d.hm_replay", file_name.ptr, memory->active_snapshot_slot );
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// TODO(Ed - From Casey): Recording system still seems to take too long
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// on record start - find out what Windows is doing and if
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// we can speed up / defer some of that processing.
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if ( platform_api->file_check_exists( file_path ) )
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{
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memory->active_input_replay_file.path = file_path;
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memory->replay_mode = ReplayMode_Playback;
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}
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else
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{
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// TODO(Ed) : Logging
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}
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}
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internal
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void end_playback_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
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memory->replay_mode = ReplayMode_Off;
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platform_api->file_close( & memory->active_input_replay_file );
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}
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InputStateSnapshot input_state_snapshot( InputState* input )
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{
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InputStateSnapshot snapshot = {};
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for ( s32 idx = 0; idx < array_count( snapshot.controllers ); ++ idx )
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{
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ControllerState* controller = & input->controllers[idx];
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if ( controller == nullptr )
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continue;
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if ( controller->ds_pad )
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snapshot.controllers[idx].ds_pad = *controller->ds_pad;
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if ( controller->xpad )
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snapshot.controllers[idx].xpad = *controller->xpad;
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if ( controller->keyboard )
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{
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snapshot.controllers[idx].keyboard = *controller->keyboard;
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}
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if ( controller->mouse )
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snapshot.controllers[idx].mouse = *controller->mouse;
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}
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return snapshot;
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}
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internal
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void record_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
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InputStateSnapshot snapshot = input_state_snapshot( input );
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if ( platform_api->file_write_stream( & memory->active_input_replay_file, sizeof(snapshot), &snapshot ) == 0 )
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{
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// TODO(Ed) : Logging
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}
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}
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internal
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void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
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InputStateSnapshot new_input;
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if ( platform_api->file_read_stream( & memory->active_input_replay_file, sizeof(InputStateSnapshot), & new_input ) == 0 )
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{
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load_snapshot( memory, platform_api );
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platform_api->file_rewind( & memory->active_input_replay_file );
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return;
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}
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for ( s32 idx = 0; idx < array_count( new_input.controllers ); ++ idx )
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{
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ControllerState* controller = & input->controllers[idx];
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if ( controller == nullptr )
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continue;
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if ( controller->ds_pad )
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*controller->ds_pad = new_input.controllers[idx].ds_pad;
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if ( controller->xpad )
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*controller->xpad = new_input.controllers[idx].xpad;
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if ( controller->keyboard )
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{
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*controller->keyboard = new_input.controllers[idx].keyboard;
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}
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if ( controller->mouse )
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*controller->mouse = new_input.controllers[idx].mouse;
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}
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}
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void process_loop_mode( SnapshotFn* take_snapshot, SnapshotFn* load_snapshot
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, Memory* memory, EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
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{
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if ( memory->replay_mode == ReplayMode_Off )
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{
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take_snapshot( memory, platform_api );
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begin_recording_input( memory, input, platform_api );
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}
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else if ( memory->replay_mode == ReplayMode_Playback )
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{
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end_playback_input( memory, input, platform_api );
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load_snapshot( memory, platform_api );
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}
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else if ( memory->replay_mode == ReplayMode_Record )
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{
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end_recording_input( memory, input, platform_api );
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load_snapshot( memory, platform_api );
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begin_playback_input( memory, input, platform_api );
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}
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}
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#include "state_and_replay.cpp"
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// Build_Development
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#endif
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NS_ENGINE_BEGIN
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internal
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void input_poll_engine_actions( InputState* input, EngineActions* actions )
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{
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@ -357,10 +178,10 @@ void draw_rectangle( OffscreenBuffer* buffer
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, f32 max_x, f32 max_y
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, f32 red, f32 green, f32 blue )
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{
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s32 min_x_32 = round_f32_to_s32( min_x );
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s32 min_y_32 = round_f32_to_s32( min_y );
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s32 max_x_32 = round_f32_to_s32( max_x );
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s32 max_y_32 = round_f32_to_s32( max_y );
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s32 min_x_32 = round( min_x );
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s32 min_y_32 = round( min_y );
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s32 max_x_32 = round( max_x );
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s32 max_y_32 = round( max_y );
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s32 buffer_width = buffer->width;
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s32 buffer_height = buffer->height;
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@ -374,9 +195,9 @@ void draw_rectangle( OffscreenBuffer* buffer
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if ( max_y_32 > buffer_height )
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max_y_32 = buffer_height;
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s32 red_32 = round_f32_to_s32( 255.f * red );
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s32 green_32 = round_f32_to_s32( 255.f * green );
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s32 blue_32 = round_f32_to_s32( 255.f * blue );
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s32 red_32 = round( 255.f * red );
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s32 green_32 = round( 255.f * green );
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s32 blue_32 = round( 255.f * blue );
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s32 color =
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(scast(s32, red_32) << 16)
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@ -401,6 +222,125 @@ void draw_rectangle( OffscreenBuffer* buffer
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}
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}
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inline
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void cannonicalize_coord( World* world, u32* tile_coord, f32* pos_coord )
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{
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f32 tile_size = scast(f32, world->tile_size_in_meters);
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// Note(Ed) : World is assumed to be a "torodial topology"
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s32 offset = floor( (* pos_coord) / tile_size );
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u32 new_tile_coord = (* tile_coord) + offset;
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f32 new_pos_coord = (* pos_coord) - scast(f32, offset) * tile_size;
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assert( new_pos_coord >= 0 );
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assert( new_pos_coord <= tile_size );
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(* tile_coord) = new_tile_coord;
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(* pos_coord) = new_pos_coord;
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}
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inline
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WorldPosition recannonicalize_position( World* world, WorldPosition pos )
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{
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WorldPosition result = pos;
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cannonicalize_coord( world, & result.tile_x, & result.x );
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cannonicalize_coord( world, & result.tile_y, & result.y );
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return result;
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}
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inline
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u32 TileChunk_tile_value( TileChunk* tile_chunk, World* world, u32 x, u32 y )
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{
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assert( world != nullptr );
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assert( tile_chunk != nullptr );
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assert( x < world->chunk_dimension );
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assert( y < world->chunk_dimension );
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u32 value = tile_chunk->tiles[ (y * world->chunk_dimension) + x ];
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return value;
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}
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// TODO(Ed) : Review if this is needed anymore?
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#if 0
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inline
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b32 TileChunk_is_tile_empty( TileChunk* tile_chunk, World* world, u32 tile_x, u32 tile_y )
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{
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//assert( tile_chunk != nullptr );
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assert( world != nullptr );
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// Assume space is occupied if there is bad data
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if ( tile_chunk == nullptr )
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return false;
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b32 is_empty = false;
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u32 tile_value = TileChunk_tile_value( tile_chunk, world, tile_x, tile_y );
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is_empty = tile_value == 0;
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return is_empty;
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}
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#endif
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inline
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TileChunk* World_get_tile_chunk( World* world, s32 tile_chunk_x, s32 tile_chunk_y )
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{
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TileChunk* chunk = nullptr;
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if ( tile_chunk_x >= 0 && tile_chunk_x < scast(s32, world->tile_chunks_num_x)
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&& tile_chunk_y >= 0 && tile_chunk_y < scast(s32, world->tile_chunks_num_y) )
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{
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chunk = & world->tile_chunks[ tile_chunk_y * world->tile_chunks_num_x + tile_chunk_x ];
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}
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return chunk;
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}
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inline
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TileChunkPosition get_tile_chunk_position_for( World* world, u32 abs_tile_x, u32 abs_tile_y )
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{
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TileChunkPosition chunk_pos {};
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chunk_pos.tile_chunk_x = abs_tile_x >> world->chunk_shift;
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chunk_pos.tile_chunk_y = abs_tile_y >> world->chunk_shift;
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chunk_pos.tile_x = abs_tile_x & world->chunk_mask;
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chunk_pos.tile_y = abs_tile_y & world->chunk_mask;
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return chunk_pos;
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}
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internal // TODO(Ed) : Review if he keeps this crap.
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u32 piggy_get_tile_value( World* world, u32 tile_x, u32 tile_y )
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{
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assert( world != nullptr );
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u32 value = 0;
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TileChunkPosition chunk_pos = get_tile_chunk_position_for( world, tile_x, tile_y );
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TileChunk* chunk = World_get_tile_chunk( world, chunk_pos.tile_chunk_x, chunk_pos.tile_chunk_y );
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if ( chunk )
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value = TileChunk_tile_value( chunk, world, chunk_pos.tile_x, chunk_pos.tile_y );
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return value;
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}
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internal
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b32 world_is_point_empty( World* world, WorldPosition position )
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{
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assert( world != nullptr );
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u32 chunk_value = piggy_get_tile_value( world, position.tile_x, position.tile_y );
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b32 is_empty = chunk_value == 0;
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return is_empty;
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}
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inline
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void draw_debug_point(OffscreenBuffer* back_buffer, World* world, WorldPosition pos, f32 red, f32 green, f32 blue)
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{
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draw_rectangle(back_buffer,
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pos.x * world->tile_meters_to_pixels + world->tile_lower_left_x + scast(f32, pos.tile_x * world->tile_size_in_pixels),
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pos.y * world->tile_meters_to_pixels + world->tile_lower_left_y + scast(f32, pos.tile_y * world->tile_size_in_pixels),
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(pos.x + 0.1f) * world->tile_meters_to_pixels + world->tile_lower_left_x + scast(f32, pos.tile_x * world->tile_size_in_pixels),
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(pos.y + 0.1f) * world->tile_meters_to_pixels + world->tile_lower_left_y + scast(f32, pos.tile_y * world->tile_size_in_pixels),
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red, green, blue);
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}
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Engine_API
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void on_module_reload( Memory* memory, platform::ModuleAPI* platfom_api )
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{
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@ -449,8 +389,6 @@ void startup( Memory* memory, platform::ModuleAPI* platform_api )
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assert( sizeof(hh::GameState) <= state->game_memory.persistent_size );
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hh::PlayerState* player = & game_state->player_state;
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player->position.tile_map_x = 0;
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player->position.tile_map_y = 0;
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player->position.tile_x = 3;
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player->position.tile_y = 3;
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player->position.x = 0.f;
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@ -465,107 +403,6 @@ void shutdown( Memory* memory, platform::ModuleAPI* platform_api )
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{
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}
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inline
|
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void cannonicalize_coord( World* world, s32 num_tiles, s32* tile_map_coord, s32* tile_coord, f32* pos_coord )
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{
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s32 new_tile_map_coord = *tile_map_coord;
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f32 tile_size = scast(f32, world->tile_size_in_meters);
|
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|
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// TODO(Ed) : Need to use an alt method for reconnonicalizing because this can end up rounding back up to the tile.
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// TODO(Ed) : Add bounds checking to prevent wrapping
|
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s32 offset = floor_f32_to_s32( (* pos_coord) / tile_size );
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s32 new_tile_coord = (* tile_coord) + offset;
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f32 new_pos_coord = (* pos_coord) - scast(f32, offset) * tile_size;
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assert( new_pos_coord >= 0.f );
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assert( new_pos_coord < tile_size );
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if ( new_tile_coord < 0 )
|
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{
|
||||
new_tile_coord += num_tiles;
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-- new_tile_map_coord;
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}
|
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if ( new_tile_coord >= num_tiles )
|
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{
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||||
new_tile_coord -= num_tiles;
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++ new_tile_map_coord;
|
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}
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||||
|
||||
(* tile_map_coord) = new_tile_map_coord;
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(* tile_coord) = new_tile_coord;
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(* pos_coord) = new_pos_coord;
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}
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|
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inline
|
||||
CanonPosition recannonicalize_position( World* world, CanonPosition pos )
|
||||
{
|
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CanonPosition result = pos;
|
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cannonicalize_coord( world, world->num_tiles_x, & result.tile_map_x, & result.tile_x, & result.x );
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cannonicalize_coord( world, world->num_tiles_y, & result.tile_map_y, & result.tile_y, & result.y );
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return result;
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}
|
||||
|
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inline
|
||||
u32 tilemap_tile_value( TileMap* tile_map, World* world, s32 x, s32 y )
|
||||
{
|
||||
assert( tile_map != nullptr );
|
||||
assert( world != nullptr );
|
||||
assert( x >= 0 && x < scast(s32, world->num_tiles_x) );
|
||||
assert( y >= 0 && y < scast(s32, world->num_tiles_y) );
|
||||
return tile_map->tiles[ (y * world->num_tiles_x) + x ];
|
||||
}
|
||||
|
||||
inline
|
||||
b32 tilemap_is_point_empty( TileMap* tile_map, World* world, s32 tile_x, s32 tile_y )
|
||||
{
|
||||
assert( tile_map != nullptr );
|
||||
assert( world != nullptr );
|
||||
|
||||
// Assume space is occupied if there is bad data
|
||||
if ( tile_map == nullptr )
|
||||
return false;
|
||||
|
||||
b32 is_empty = false;
|
||||
if ( tile_x >= 0 && tile_x < world->num_tiles_x
|
||||
&& tile_y >= 0 && tile_y < world->num_tiles_y )
|
||||
{
|
||||
u32 tile_value = tilemap_tile_value( tile_map, world, tile_x, tile_y );
|
||||
is_empty = tile_value == 0;
|
||||
}
|
||||
return is_empty;
|
||||
}
|
||||
|
||||
inline
|
||||
TileMap* world_get_tilemap( World* world, s32 tile_map_x, s32 tile_map_y )
|
||||
{
|
||||
assert( tile_map_x >= 0 && tile_map_x < world->tilemaps_num_x );
|
||||
assert( tile_map_y >= 0 && tile_map_y < world->tilemaps_num_y );
|
||||
return & world->tile_maps[ (tile_map_y * world->tilemaps_num_x) + tile_map_x ];
|
||||
}
|
||||
|
||||
internal
|
||||
b32 world_is_point_empty( World* world, CanonPosition position )
|
||||
{
|
||||
assert( world != nullptr );
|
||||
|
||||
b32 is_empty = false;
|
||||
|
||||
TileMap* tile_map = world_get_tilemap( world, position.tile_map_x, position.tile_map_y );
|
||||
is_empty = tilemap_is_point_empty( tile_map, world, position.tile_x, position.tile_y );
|
||||
|
||||
return is_empty;
|
||||
}
|
||||
|
||||
void draw_debug_point(OffscreenBuffer* back_buffer, World* world, CanonPosition pos, f32 red, f32 green, f32 blue)
|
||||
{
|
||||
draw_rectangle(back_buffer,
|
||||
pos.x * world->tile_meters_to_pixels + world->tile_upper_left_x + scast(f32, pos.tile_x * world->tile_size_in_pixels),
|
||||
pos.y * world->tile_meters_to_pixels + world->tile_upper_left_y + scast(f32, pos.tile_y * world->tile_size_in_pixels),
|
||||
(pos.x + 0.1f) * world->tile_meters_to_pixels + world->tile_upper_left_x + scast(f32, pos.tile_x * world->tile_size_in_pixels),
|
||||
(pos.y + 0.1f) * world->tile_meters_to_pixels + world->tile_upper_left_y + scast(f32, pos.tile_y * world->tile_size_in_pixels),
|
||||
red, green, blue);
|
||||
}
|
||||
|
||||
Engine_API
|
||||
void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back_buffer
|
||||
, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
|
||||
@ -712,83 +549,53 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
f32 x_offset_f = scast(f32, state->x_offset);
|
||||
f32 y_offset_f = scast(f32, state->y_offset);
|
||||
|
||||
constexpr s32 tile_map_num_x = 16;
|
||||
constexpr s32 tile_map_num_y = 9;
|
||||
constexpr s32 tile_map_num_x = 256;
|
||||
constexpr s32 tile_map_num_y = 256;
|
||||
|
||||
// tiles_XY
|
||||
u32 tiles_00 [tile_map_num_y][tile_map_num_x] = {
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1 },
|
||||
u32 temp_tiles [tile_map_num_y][tile_map_num_x] = {
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
||||
};
|
||||
u32 tiles_10 [tile_map_num_y][tile_map_num_x] = {
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
||||
};
|
||||
u32 tiles_01 [tile_map_num_y][tile_map_num_x] = {
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
||||
};
|
||||
u32 tiles_11 [tile_map_num_y][tile_map_num_x] = {
|
||||
{ 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
||||
};
|
||||
|
||||
TileMap tile_maps[2][2] {};
|
||||
tile_maps[0][0].tiles = rcast(u32*, tiles_00);
|
||||
tile_maps[0][1].tiles = rcast(u32*, tiles_10);
|
||||
tile_maps[1][0].tiles = rcast(u32*, tiles_01);
|
||||
tile_maps[1][1].tiles = rcast(u32*, tiles_11);
|
||||
|
||||
World world;
|
||||
world.tile_size_in_meters = 1.4f;
|
||||
world.tile_size_in_pixels = 85;
|
||||
world.chunk_shift = 8;
|
||||
world.chunk_mask = (1 << world.chunk_shift) - 1;
|
||||
world.chunk_dimension = 256;
|
||||
|
||||
world.tile_chunks_num_x = 1;
|
||||
world.tile_chunks_num_y = 1;
|
||||
|
||||
TileChunk temp_chunk;
|
||||
temp_chunk.tiles = rcast( u32*, & temp_tiles );
|
||||
world.tile_chunks = & temp_chunk;
|
||||
|
||||
world.tile_size_in_meters = 1.4f;
|
||||
world.tile_size_in_pixels = 85;
|
||||
world.tile_meters_to_pixels = scast(f32, world.tile_size_in_pixels) / world.tile_size_in_meters;
|
||||
|
||||
f32 tile_size_in_pixels = scast(f32, world.tile_size_in_pixels);
|
||||
|
||||
world.num_tiles_x = tile_map_num_x;
|
||||
world.num_tiles_y = tile_map_num_y;
|
||||
|
||||
f32 scale = 85;
|
||||
|
||||
world.tile_upper_left_x = -( tile_size_in_pixels * 0.5f);
|
||||
world.tile_upper_left_y = -( tile_size_in_pixels * 0.25f);
|
||||
|
||||
world.tilemaps_num_x = 2;
|
||||
world.tilemaps_num_y = 2;
|
||||
|
||||
world.tile_maps = rcast(TileMap*, tile_maps);
|
||||
|
||||
TileMap* current_tile_map = world_get_tilemap( & world, player->position.tile_map_x, player->position.tile_map_y );
|
||||
assert( current_tile_map != nullptr );
|
||||
world.tile_lower_left_x = -( tile_size_in_pixels * 0.5f);
|
||||
world.tile_lower_left_y = +( tile_size_in_pixels * 0.25f) + scast(f32, back_buffer->height);
|
||||
|
||||
player->height = 1.4f;
|
||||
player->width = player->height * 0.7f;
|
||||
@ -798,82 +605,70 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
|
||||
input_poll_player_actions( input, & player_actions );
|
||||
{
|
||||
f32 move_speed = 6.f;
|
||||
f32 move_speed = 4.f;
|
||||
|
||||
f32 new_player_pos_x = player->position.x;
|
||||
f32 new_player_pos_y = player->position.y;
|
||||
if ( player_actions.player_x_move_analog || player_actions.player_y_move_analog )
|
||||
{
|
||||
new_player_pos_x += scast(f32, player_actions.player_x_move_analog * delta_time * move_speed);
|
||||
new_player_pos_y -= scast(f32, player_actions.player_y_move_analog * delta_time * move_speed);
|
||||
new_player_pos_y += scast(f32, player_actions.player_y_move_analog * delta_time * move_speed);
|
||||
}
|
||||
else
|
||||
{
|
||||
new_player_pos_x += scast(f32, player_actions.player_x_move_digital) * delta_time * move_speed;
|
||||
new_player_pos_y -= scast(f32, player_actions.player_y_move_digital) * delta_time * move_speed;
|
||||
new_player_pos_y += scast(f32, player_actions.player_y_move_digital) * delta_time * move_speed;
|
||||
}
|
||||
new_player_pos_y += sinf( player->jump_time * TAU ) * 10.f * delta_time;
|
||||
|
||||
b32 valid_new_pos = true;
|
||||
{
|
||||
//RawPosition test_pos = {
|
||||
// new_player_pos_x - player_half_width, new_player_pos_y - player_quarter_height,
|
||||
// player->position.tile_map_x, player->position.tile_map_y
|
||||
//};
|
||||
|
||||
CanonPosition test_pos = {
|
||||
WorldPosition test_pos = {
|
||||
new_player_pos_x, new_player_pos_y,
|
||||
player->position.tile_map_x, player->position.tile_map_y,
|
||||
player->position.tile_x, player->position.tile_y
|
||||
};
|
||||
test_pos = recannonicalize_position( & world, test_pos );
|
||||
test_pos = recannonicalize_position( & world, test_pos );
|
||||
|
||||
// TODO(Ed) : Need a delta-function that auto-reconnonicalizes.
|
||||
|
||||
CanonPosition test_pos_nw {
|
||||
WorldPosition test_pos_nw {
|
||||
new_player_pos_x - player_half_width, new_player_pos_y - player_quarter_height,
|
||||
player->position.tile_map_x, player->position.tile_map_y,
|
||||
player->position.tile_x, player->position.tile_y
|
||||
};
|
||||
test_pos_nw = recannonicalize_position( & world, test_pos_nw );
|
||||
valid_new_pos &= world_is_point_empty( & world, test_pos_nw );
|
||||
|
||||
CanonPosition test_pos_ne {
|
||||
WorldPosition test_pos_ne {
|
||||
new_player_pos_x + player_half_width, new_player_pos_y - player_quarter_height,
|
||||
player->position.tile_map_x, player->position.tile_map_y,
|
||||
player->position.tile_x, player->position.tile_y
|
||||
};
|
||||
test_pos_ne = recannonicalize_position( & world, test_pos_ne );
|
||||
test_pos_ne = recannonicalize_position( & world, test_pos_ne );
|
||||
valid_new_pos &= world_is_point_empty( & world, test_pos_ne );
|
||||
|
||||
CanonPosition test_pos_sw {
|
||||
WorldPosition test_pos_sw {
|
||||
new_player_pos_x - player_half_width, new_player_pos_y,
|
||||
player->position.tile_map_x, player->position.tile_map_y,
|
||||
player->position.tile_x, player->position.tile_y
|
||||
};
|
||||
test_pos_sw = recannonicalize_position( & world, test_pos_sw );
|
||||
test_pos_sw = recannonicalize_position( & world, test_pos_sw );
|
||||
valid_new_pos &= world_is_point_empty( & world, test_pos_sw );
|
||||
|
||||
CanonPosition test_pos_se {
|
||||
WorldPosition test_pos_se {
|
||||
new_player_pos_x + player_half_width, new_player_pos_y,
|
||||
player->position.tile_map_x, player->position.tile_map_y,
|
||||
player->position.tile_x, player->position.tile_y
|
||||
};
|
||||
test_pos_se = recannonicalize_position( & world, test_pos_se );
|
||||
test_pos_se = recannonicalize_position( & world, test_pos_se );
|
||||
valid_new_pos &= world_is_point_empty( & world, test_pos_se );
|
||||
}
|
||||
|
||||
if ( valid_new_pos )
|
||||
{
|
||||
CanonPosition new_pos = {
|
||||
WorldPosition new_pos = {
|
||||
new_player_pos_x, new_player_pos_y,
|
||||
player->position.tile_map_x, player->position.tile_map_y,
|
||||
player->position.tile_x, player->position.tile_y
|
||||
};
|
||||
player->position = recannonicalize_position( & world, new_pos );
|
||||
}
|
||||
|
||||
// player_tile_x
|
||||
|
||||
if ( player->jump_time > 0.f )
|
||||
{
|
||||
@ -898,12 +693,19 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
, 1.f, 0.24f, 0.24f );
|
||||
|
||||
|
||||
// Draw tilemap
|
||||
for ( s32 row = 0; row < 9; ++ row )
|
||||
// Scrolling shitshow
|
||||
#if 1
|
||||
f32 center_x = 0.5f * scast(f32, back_buffer->width);
|
||||
f32 center_y = 0.5f * scast(f32, back_buffer->height);
|
||||
|
||||
for ( s32 relative_row = -10; relative_row < +10; ++ relative_row )
|
||||
{
|
||||
for ( s32 col = 0; col < 16; ++ col )
|
||||
for ( s32 relative_col = -20; relative_col < +20; ++ relative_col )
|
||||
{
|
||||
u32 tileID = tilemap_tile_value( current_tile_map, & world, col, row );
|
||||
u32 col = player->position.tile_x + relative_col;
|
||||
u32 row = player->position.tile_y + relative_row;
|
||||
|
||||
u32 tileID = piggy_get_tile_value( & world, col, row );
|
||||
f32 color[3] = { 0.15f, 0.15f, 0.15f };
|
||||
|
||||
if ( tileID == 1 )
|
||||
@ -920,17 +722,15 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
color[2] = 0.3f;
|
||||
}
|
||||
|
||||
f32 min_x = world.tile_upper_left_x + scast(f32, col) * tile_size_in_pixels;
|
||||
f32 min_y = world.tile_upper_left_y + scast(f32, row) * tile_size_in_pixels;
|
||||
// f32 min_x = scast(f32, col) * tile_size_in_pixels;
|
||||
// f32 min_y = scast(f32, row) * tile_size_in_pixels;
|
||||
f32 max_x = min_x + tile_size_in_pixels;
|
||||
f32 max_y = min_y + tile_size_in_pixels;
|
||||
f32 min_x = center_x + scast(f32, relative_col) * tile_size_in_pixels;
|
||||
f32 min_y = center_y - scast(f32, relative_row) * tile_size_in_pixels;
|
||||
f32 max_x = min_x + tile_size_in_pixels;
|
||||
f32 max_y = min_y - tile_size_in_pixels;
|
||||
|
||||
draw_rectangle( back_buffer
|
||||
, min_x, min_y
|
||||
, max_x, max_y
|
||||
, color[0], color[1], color[2] );
|
||||
, min_x, max_y
|
||||
, max_x, min_y
|
||||
, color[0], color[1], color[2] );
|
||||
}
|
||||
}
|
||||
|
||||
@ -939,16 +739,88 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
|
||||
f32 player_green = 0.7f;
|
||||
f32 player_blue = 0.3f;
|
||||
|
||||
f32 player_tile_x_offset = scast(f32, player->position.tile_x * world.tile_size_in_pixels);
|
||||
f32 player_tile_y_offset = scast(f32, player->position.tile_y * world.tile_size_in_pixels);
|
||||
f32 player_tile_x_offset = center_x + scast(f32, player->position.tile_x) * world.tile_meters_to_pixels;
|
||||
f32 player_tile_y_offset = center_y - scast(f32, player->position.tile_y) * world.tile_meters_to_pixels;
|
||||
|
||||
f32 player_screen_pos_x = world.tile_upper_left_x + player_tile_x_offset + player->position.x * world.tile_meters_to_pixels;
|
||||
f32 player_screen_pos_y = world.tile_upper_left_y + player_tile_y_offset + player->position.y * world.tile_meters_to_pixels;
|
||||
f32 player_screen_pos_x = center_x + player->position.x * world.tile_meters_to_pixels;
|
||||
f32 player_screen_pos_y = center_y - player->position.y * world.tile_meters_to_pixels;
|
||||
|
||||
// player_min_x = player_tile_x_offset - player_half_width * world;
|
||||
|
||||
draw_rectangle( back_buffer
|
||||
, player_screen_pos_x - player_half_width * world.tile_meters_to_pixels, player_screen_pos_y - player->height * world.tile_meters_to_pixels
|
||||
, player_screen_pos_x + player_half_width * world.tile_meters_to_pixels, player_screen_pos_y
|
||||
, player_red, player_green, player_blue );
|
||||
, player_screen_pos_x - player_half_width * world.tile_meters_to_pixels, player_screen_pos_y - player->height * world.tile_meters_to_pixels
|
||||
, player_screen_pos_x + player_half_width * world.tile_meters_to_pixels, player_screen_pos_y
|
||||
, player_red, player_green, player_blue );
|
||||
#endif
|
||||
|
||||
// Non-scrolling screen
|
||||
#if 0
|
||||
// Draw TileChunk
|
||||
for ( u32 row = 0; row < 9; ++ row )
|
||||
{
|
||||
for ( u32 col = 0; col < 16; ++ col )
|
||||
{
|
||||
u32 tileID = piggy_get_tile_value( & world, col, row );
|
||||
f32 color[3] = { 0.15f, 0.15f, 0.15f };
|
||||
|
||||
if ( tileID == 1 )
|
||||
{
|
||||
color[0] = 0.22f;
|
||||
color[1] = 0.22f;
|
||||
color[2] = 0.22f;
|
||||
}
|
||||
|
||||
if ( row == player->position.tile_y && col == player->position.tile_x )
|
||||
{
|
||||
color[0] = 0.44f;
|
||||
color[1] = 0.3f;
|
||||
color[2] = 0.3f;
|
||||
}
|
||||
|
||||
#if 0
|
||||
// Was able to flip Y properly but not get the center alignemnt with the world.tile_lower_left that I wanted..
|
||||
f32 min_x = world.tile_lower_left_x + scast(f32, col) * tile_size_in_pixels;
|
||||
f32 min_y = scast(f32, row) * tile_size_in_pixels;
|
||||
f32 max_x = min_x + tile_size_in_pixels;
|
||||
f32 max_y = min_y + tile_size_in_pixels;
|
||||
|
||||
draw_rectangle( back_buffer
|
||||
, min_x, min_y
|
||||
, max_x, max_y
|
||||
//, min_x, max_y
|
||||
//, max_x, min_y
|
||||
, color[0], color[1], color[2] );
|
||||
#else
|
||||
f32 min_x = world.tile_lower_left_x + scast(f32, col) * tile_size_in_pixels;
|
||||
f32 min_y = world.tile_lower_left_y - scast(f32, row) * tile_size_in_pixels;
|
||||
f32 max_x = min_x + tile_size_in_pixels;
|
||||
f32 max_y = min_y - tile_size_in_pixels;
|
||||
|
||||
draw_rectangle( back_buffer
|
||||
, min_x, max_y
|
||||
, max_x, min_y
|
||||
, color[0], color[1], color[2] );
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
// Player
|
||||
f32 player_red = 0.7f;
|
||||
f32 player_green = 0.7f;
|
||||
f32 player_blue = 0.3f;
|
||||
|
||||
f32 player_tile_x_offset = scast(f32, player->position.tile_x * world.tile_size_in_pixels);
|
||||
f32 player_tile_y_offset = -scast(f32, player->position.tile_y * world.tile_size_in_pixels);
|
||||
|
||||
f32 player_screen_pos_x = world.tile_lower_left_x + player_tile_x_offset + player->position.x * world.tile_meters_to_pixels;
|
||||
f32 player_screen_pos_y = world.tile_lower_left_y + player_tile_y_offset - player->position.y * world.tile_meters_to_pixels;
|
||||
|
||||
draw_rectangle( back_buffer
|
||||
, player_screen_pos_x - player_half_width * world.tile_meters_to_pixels, player_screen_pos_y - player->height * world.tile_meters_to_pixels
|
||||
, player_screen_pos_x + player_half_width * world.tile_meters_to_pixels, player_screen_pos_y
|
||||
, player_red, player_green, player_blue );
|
||||
#endif
|
||||
|
||||
|
||||
// Auto-Snapshot percent bar
|
||||
if (1)
|
||||
|
@ -282,46 +282,59 @@ struct RecordedInput
|
||||
};
|
||||
#endif
|
||||
|
||||
struct TileMap
|
||||
struct TileChunk
|
||||
{
|
||||
u32* tiles;
|
||||
};
|
||||
|
||||
struct World
|
||||
{
|
||||
// TODO(Ed) : Remove
|
||||
f32 tile_lower_left_x;
|
||||
f32 tile_lower_left_y;
|
||||
|
||||
|
||||
u32 chunk_shift;
|
||||
u32 chunk_mask;
|
||||
|
||||
f32 tile_size_in_meters;
|
||||
s32 tile_size_in_pixels;
|
||||
f32 tile_meters_to_pixels;
|
||||
|
||||
f32 tile_upper_left_x;
|
||||
f32 tile_upper_left_y;
|
||||
|
||||
s32 num_tiles_x; // Number of tiles on the x-axis for a tilemap.
|
||||
s32 num_tiles_y; // Number of tiles on the y-axis for a tilemap.
|
||||
u32 chunk_dimension;
|
||||
|
||||
// TODO(Ed) : Beginner's sparseness
|
||||
s32 tilemaps_num_x;
|
||||
s32 tilemaps_num_y;
|
||||
s32 tile_chunks_num_x;
|
||||
s32 tile_chunks_num_y;
|
||||
|
||||
TileMap* tile_maps;
|
||||
TileChunk* tile_chunks;
|
||||
};
|
||||
|
||||
struct CanonPosition
|
||||
/*
|
||||
This is a "backend" transient datatype for handling lookup of tile data from "chunks" of tiles.
|
||||
*/
|
||||
struct TileChunkPosition
|
||||
{
|
||||
u32 tile_chunk_x;
|
||||
u32 tile_chunk_y;
|
||||
|
||||
// "Chunk-relative (x, y)
|
||||
|
||||
u32 tile_x;
|
||||
u32 tile_y;
|
||||
};
|
||||
|
||||
struct WorldPosition
|
||||
{
|
||||
// TODO(Ed) : Should this be from the center of the tile?
|
||||
|
||||
f32 x;
|
||||
f32 y;
|
||||
|
||||
/* TODO(Ed) :
|
||||
Take the tile map x & y and the tile x & y
|
||||
where there is some low bits for the tile index
|
||||
and the high bits are the tile "page".
|
||||
*/
|
||||
s32 tile_map_x;
|
||||
s32 tile_map_y;
|
||||
// "World-relative (x, y), AKA: Absolute Position, etc
|
||||
|
||||
s32 tile_x;
|
||||
s32 tile_y;
|
||||
u32 tile_x;
|
||||
u32 tile_y;
|
||||
};
|
||||
|
||||
NS_ENGINE_END
|
||||
|
196
project/engine/state_and_replay.cpp
Normal file
196
project/engine/state_and_replay.cpp
Normal file
@ -0,0 +1,196 @@
|
||||
/* TODO(Ed) : Do this properly later
|
||||
I shoved this in here to depollute the mess Casey is making in engine.cpp.
|
||||
I'll set this up more properly later when I see a good time to clean things up.
|
||||
|
||||
Doing my best to follow his advice to leave cleaning to when things are more "cemented".
|
||||
*/
|
||||
#if INTELLISENSE_DIRECTIVES
|
||||
#include "engine.hpp"
|
||||
#endif
|
||||
|
||||
NS_ENGINE_BEGIN
|
||||
|
||||
using SnapshotFn = void ( Memory* memory, platform::ModuleAPI* platform_api );
|
||||
|
||||
internal
|
||||
void load_engine_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
platform_api->memory_copy( memory->persistent, memory->total_size()
|
||||
, memory->snapshots[ memory->active_snapshot_slot ].memory );
|
||||
}
|
||||
|
||||
internal
|
||||
void load_game_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
s32 slot = memory->active_snapshot_slot;
|
||||
EngineState* state = rcast( EngineState*, memory->persistent );
|
||||
|
||||
void* persistent_slot = memory->snapshots[ slot ].memory;
|
||||
void* transient_slot = rcast( Byte*, memory->snapshots[ slot ].memory ) + state->game_memory.persistent_size;
|
||||
|
||||
platform_api->memory_copy( state->game_memory.persistent, state->game_memory.persistent_size, persistent_slot );
|
||||
platform_api->memory_copy( state->game_memory.transient, state->game_memory.transient_size, transient_slot );
|
||||
}
|
||||
|
||||
internal
|
||||
void take_engine_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
platform_api->memory_copy( memory->snapshots[ memory->active_snapshot_slot ].memory, memory->total_size(), memory->persistent );
|
||||
memory->snapshots[ memory->active_snapshot_slot ].age = platform_api->get_wall_clock();
|
||||
}
|
||||
|
||||
internal
|
||||
void take_game_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
s32 slot = memory->active_snapshot_slot;
|
||||
EngineState* state = rcast( EngineState*, memory->persistent );
|
||||
|
||||
void* persistent_slot = memory->snapshots[ slot ].memory;
|
||||
void* transient_slot = rcast( Byte*, memory->snapshots[ slot ].memory ) + state->game_memory.persistent_size;
|
||||
|
||||
platform_api->memory_copy( persistent_slot, state->game_memory.persistent_size, state->game_memory.persistent );
|
||||
platform_api->memory_copy( transient_slot, state->game_memory.transient_size, state->game_memory.transient );
|
||||
memory->snapshots[ memory->active_snapshot_slot ].age = platform_api->get_wall_clock();
|
||||
}
|
||||
|
||||
internal
|
||||
void begin_recording_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
Str file_name = str_ascii("test_input_");
|
||||
StrPath file_path = {};
|
||||
file_path.concat( platform_api->path_scratch, file_name );
|
||||
snprintf( file_path.ptr, file_path.len, "%s%d.hm_replay", file_name.ptr, memory->active_snapshot_slot );
|
||||
|
||||
memory->active_input_replay_file.path = file_path;
|
||||
platform_api->file_delete( memory->active_input_replay_file.path );
|
||||
memory->replay_mode = ReplayMode_Record;
|
||||
}
|
||||
|
||||
internal
|
||||
void end_recording_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
memory->replay_mode = ReplayMode_Off;
|
||||
platform_api->file_close( & memory->active_input_replay_file );
|
||||
}
|
||||
|
||||
internal
|
||||
void begin_playback_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
Str file_name = str_ascii("test_input_");
|
||||
StrPath file_path = {};
|
||||
file_path.concat( platform_api->path_scratch, file_name );
|
||||
snprintf( file_path.ptr, file_path.len, "%s%d.hm_replay", file_name.ptr, memory->active_snapshot_slot );
|
||||
|
||||
// TODO(Ed - From Casey): Recording system still seems to take too long
|
||||
// on record start - find out what Windows is doing and if
|
||||
// we can speed up / defer some of that processing.
|
||||
|
||||
if ( platform_api->file_check_exists( file_path ) )
|
||||
{
|
||||
memory->active_input_replay_file.path = file_path;
|
||||
memory->replay_mode = ReplayMode_Playback;
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO(Ed) : Logging
|
||||
}
|
||||
}
|
||||
|
||||
internal
|
||||
void end_playback_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
memory->replay_mode = ReplayMode_Off;
|
||||
platform_api->file_close( & memory->active_input_replay_file );
|
||||
}
|
||||
|
||||
InputStateSnapshot input_state_snapshot( InputState* input )
|
||||
{
|
||||
InputStateSnapshot snapshot = {};
|
||||
for ( s32 idx = 0; idx < array_count( snapshot.controllers ); ++ idx )
|
||||
{
|
||||
ControllerState* controller = & input->controllers[idx];
|
||||
if ( controller == nullptr )
|
||||
continue;
|
||||
|
||||
if ( controller->ds_pad )
|
||||
snapshot.controllers[idx].ds_pad = *controller->ds_pad;
|
||||
|
||||
if ( controller->xpad )
|
||||
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;
|
||||
}
|
||||
|
||||
internal
|
||||
void record_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
InputStateSnapshot snapshot = input_state_snapshot( input );
|
||||
if ( platform_api->file_write_stream( & memory->active_input_replay_file, sizeof(snapshot), &snapshot ) == 0 )
|
||||
{
|
||||
// TODO(Ed) : Logging
|
||||
}
|
||||
}
|
||||
|
||||
internal
|
||||
void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
InputStateSnapshot new_input;
|
||||
if ( platform_api->file_read_stream( & memory->active_input_replay_file, sizeof(InputStateSnapshot), & new_input ) == 0 )
|
||||
{
|
||||
load_snapshot( memory, platform_api );
|
||||
platform_api->file_rewind( & memory->active_input_replay_file );
|
||||
return;
|
||||
}
|
||||
|
||||
for ( s32 idx = 0; idx < array_count( new_input.controllers ); ++ idx )
|
||||
{
|
||||
ControllerState* controller = & input->controllers[idx];
|
||||
if ( controller == nullptr )
|
||||
continue;
|
||||
|
||||
if ( controller->ds_pad )
|
||||
*controller->ds_pad = new_input.controllers[idx].ds_pad;
|
||||
|
||||
if ( controller->xpad )
|
||||
*controller->xpad = new_input.controllers[idx].xpad;
|
||||
|
||||
if ( controller->keyboard )
|
||||
{
|
||||
*controller->keyboard = new_input.controllers[idx].keyboard;
|
||||
}
|
||||
|
||||
if ( controller->mouse )
|
||||
*controller->mouse = new_input.controllers[idx].mouse;
|
||||
}
|
||||
}
|
||||
|
||||
void process_loop_mode( SnapshotFn* take_snapshot, SnapshotFn* load_snapshot
|
||||
, Memory* memory, EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
|
||||
{
|
||||
if ( memory->replay_mode == ReplayMode_Off )
|
||||
{
|
||||
take_snapshot( memory, platform_api );
|
||||
begin_recording_input( memory, input, platform_api );
|
||||
}
|
||||
else if ( memory->replay_mode == ReplayMode_Playback )
|
||||
{
|
||||
end_playback_input( memory, input, platform_api );
|
||||
load_snapshot( memory, platform_api );
|
||||
}
|
||||
else if ( memory->replay_mode == ReplayMode_Record )
|
||||
{
|
||||
end_recording_input( memory, input, platform_api );
|
||||
load_snapshot( memory, platform_api );
|
||||
begin_playback_input( memory, input, platform_api );
|
||||
}
|
||||
}
|
||||
|
||||
NS_ENGINE_END
|
@ -78,7 +78,7 @@ struct PlayerState
|
||||
//f32 pos_x;
|
||||
//f32 pos_y;
|
||||
|
||||
engine::CanonPosition position;
|
||||
engine::WorldPosition position;
|
||||
|
||||
b32 mid_jump;
|
||||
f32 jump_time;
|
||||
|
@ -6,22 +6,28 @@
|
||||
|
||||
// TODO(Ed) : Convert all of these to platform-efficient versions
|
||||
|
||||
//inline
|
||||
//s32 abs( s32 value )
|
||||
//{
|
||||
// return ;
|
||||
//}
|
||||
|
||||
inline
|
||||
s32 floor_f32_to_s32( f32 value )
|
||||
s32 floor( f32 value )
|
||||
{
|
||||
s32 result = scast(s32, floorf( value ));
|
||||
return result;
|
||||
}
|
||||
|
||||
inline
|
||||
s32 round_f32_to_s32( f32 value )
|
||||
s32 round( f32 value )
|
||||
{
|
||||
s32 result = scast(s32, value + 0.5f);
|
||||
return result;
|
||||
}
|
||||
|
||||
inline
|
||||
s32 truncate_f32_to_s32( f32 value )
|
||||
s32 truncate( f32 value )
|
||||
{
|
||||
s32 result = scast(s32, value);
|
||||
return result;
|
||||
|
Reference in New Issue
Block a user