Day 44 complete

This commit is contained in:
Edward R. Gonzalez 2023-11-05 23:36:30 -05:00
parent e1a481f4f6
commit bcfbb94df7
6 changed files with 291 additions and 108 deletions

View File

@ -26,7 +26,7 @@ constexpr StrC fname_vec_header = txt("vectors.hpp");
#pragma push_macro("scast")
#undef scast
constexpr char const* vec2_ops = stringize(
constexpr char const* vec2f_ops = stringize(
template<>
constexpr <type> tmpl_zero< <type> >() {
return { 0, 0 };
@ -62,6 +62,116 @@ constexpr char const* vec2_ops = stringize(
return result;
}
inline
<unit_type> scalar_product( <type> a, <type> b )
{
<unit_type> result = a.x * b.x + a.y * b.y;
return result;
}
inline
<type> operator - ( <type> v ) {
<type> result {
- v.x,
- v.y
};
return result;
}
inline
<type> operator + ( <type> a, <type> b ) {
<type> result {
a.x + b.x,
a.y + b.y
};
return result;
}
inline
<type> operator - ( <type> a, <type> b ) {
<type> result {
a.x - b.x,
a.y - b.y
};
return result;
}
inline
<type> operator * ( <type> v, <unit_type> s ) {
<type> result {
v.x * s,
v.y * s
};
return result;
}
inline
<type> operator * ( <unit_type> s, <type> v ) {
<type> result {
v.x * s,
v.y * s
};
return result;
}
inline
<type> operator / ( <type> v, <unit_type> s ) {
<type> result {
v.x / s,
v.y / s
};
return result;
}
inline
<type>& operator += ( <type>& a, <type> b ) {
a.x += b.x;
a.y += b.y;
return a;
}
inline
<type>& operator -= ( <type>& a, <type> b ) {
a.x -= b.x;
a.y -= b.y;
return a;
}
inline
<type>& operator *= ( <type>& v, <unit_type> s ) {
v.x *= s;
v.y *= s;
return v;
}
inline
<type>& operator /= ( <type>& v, <unit_type> s ) {
v.x /= s;
v.y /= s;
return v;
}
);
constexpr char const* vec2i_ops = stringize(
template<>
constexpr <type> tmpl_zero< <type> >() {
return { 0, 0 };
}
inline
<type> abs( <type> v ) {
<type> result {
abs( v.x ),
abs( v.y )
};
return result;
}
inline
<unit_type> magnitude( <type> v ) {
<unit_type> result = sqrt( v.x * v.x + v.y * v.y );
return result;
}
inline
<type> operator - ( <type> v ) {
<type> result {
@ -145,8 +255,8 @@ constexpr char const* vec2_ops = stringize(
);
#pragma pop_macro("scast")
#define gen_vec2( vec_name, type ) gen__vec2( txt( stringize(vec_name) ), txt( stringize(type) ) )
CodeBody gen__vec2( StrC vec_name, StrC type )
#define gen_vec2f( vec_name, type ) gen__vec2f( txt( stringize(vec_name) ), txt( stringize(type) ) )
CodeBody gen__vec2f( StrC vec_name, StrC type )
{
CodeStruct vec_struct = parse_struct( token_fmt( "type", vec_name, "unit_type", type, stringize(
struct <type>
@ -161,7 +271,33 @@ CodeBody gen__vec2( StrC vec_name, StrC type )
};
)));
CodeBody vec_ops = parse_global_body( token_fmt( "type", vec_name, "unit_type", type, vec2_ops) );
CodeBody vec_ops = parse_global_body( token_fmt( "type", vec_name, "unit_type", type, vec2f_ops) );
CodeBody vec_def = def_global_body( args(
vec_struct,
fmt_newline,
vec_ops
));
return vec_def;
}
#define gen_vec2i( vec_name, type ) gen__vec2i( txt( stringize(vec_name) ), txt( stringize(type) ) )
CodeBody gen__vec2i( StrC vec_name, StrC type )
{
CodeStruct vec_struct = parse_struct( token_fmt( "type", vec_name, "unit_type", type, stringize(
struct <type>
{
union {
struct {
<unit_type> x;
<unit_type> y;
};
<unit_type> Basis[2];
};
};
)));
CodeBody vec_ops = parse_global_body( token_fmt( "type", vec_name, "unit_type", type, vec2i_ops) );
CodeBody vec_def = def_global_body( args(
vec_struct,
fmt_newline,
@ -208,7 +344,7 @@ Code gen__phys2( StrC type )
}
);
CodeBody pos_struct = parse_global_body( token_fmt( "type", (StrC)sym_pos, "unit_type", type, "vec_type", (StrC)sym_vec, tmpl_struct ));
CodeBody pos_ops = parse_global_body( token_fmt( "type", (StrC)sym_pos, "unit_type", type, vec2_ops ));
CodeBody pos_ops = parse_global_body( token_fmt( "type", (StrC)sym_pos, "unit_type", type, vec2f_ops ));
CodeBody dir_struct = parse_global_body( token_fmt(
"type", (StrC)sym_dir,
@ -270,10 +406,10 @@ Code gen__phys2( StrC type )
)));
CodeBody vel_struct = parse_global_body( token_fmt( "type", (StrC)sym_vel, "unit_type", type, "vec_type", (StrC)sym_vec, tmpl_struct ));
CodeBody vel_ops = parse_global_body( token_fmt( "type", (StrC)sym_vel, "unit_type", type, vec2_ops ));
CodeBody vel_ops = parse_global_body( token_fmt( "type", (StrC)sym_vel, "unit_type", type, vec2f_ops ));
CodeBody accel_struct = parse_global_body( token_fmt( "type", (StrC)sym_accel, "unit_type", type, "vec_type", (StrC)sym_vec, tmpl_struct ));
CodeBody accel_ops = parse_global_body( token_fmt( "type", (StrC)sym_accel, "unit_type", type, vec2_ops ));
CodeBody accel_ops = parse_global_body( token_fmt( "type", (StrC)sym_accel, "unit_type", type, vec2f_ops ));
// TODO(Ed): Is there a better name for this?
Code ops = parse_global_body( token_fmt(
@ -383,16 +519,11 @@ int gen_main()
CodeUsing using_vec2 = parse_using( code( using Vec2 = Vec2_f32; ));
CodeUsing using_vec2i = parse_using( code( using Vec2i = Vec2_s32; ));
vec_header.print( gen_vec2( Vec2_f32, f32) );
vec_header.print( gen_vec2( Vec2_s32, s32) );
vec_header.print( gen_vec2f( Vec2_f32, f32) );
vec_header.print( gen_vec2i( Vec2_s32, s32) );
vec_header.print( using_vec2 );
vec_header.print( using_vec2i );
CodeUsing using_vec3 = parse_using( code( using Vec2 = Vec3_f32; ));
CodeUsing using_vec3i = parse_using( code( using Vec2i = Vec3_f32; ));
// vec_header.print( using_vec3 );
// vec_header.print_fmt( "NS_ENGINE_END\n" );
vec_header.write();
}

View File

@ -23,16 +23,17 @@ using namespace gen;
#include "platform/generics.hpp"
#include "platform/types.hpp"
#include "platform/intrinsics.hpp"
#include "platform/float_ops.hpp"
#include "platform/strings.hpp"
#include "platform/platform.hpp"
#include "engine/engine_module.hpp"
#include "engine/gen/vectors.hpp"
#include "engine/gen/physics.hpp"
#include "engine/input.hpp"
#include "engine/tile_map.hpp"
#include "engine/engine.hpp"
#include "engine/engine_to_platform_api.hpp"
#include "engine/gen/physics.hpp"
constexpr StrC fname_handmade_engine_symbols = txt("handmade_engine.symbols");

View File

@ -892,13 +892,18 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
player->move_velocity += player_move_accel * 0.5f;
new_player_pos += player->move_velocity;
b32 valid_new_pos = true;
b32 collision_nw = false;
b32 collision_ne = false;
b32 collision_sw = false;
b32 collision_se = false;
do
{
TileMapPos test_pos = {
new_player_pos.x, new_player_pos.y,
player->position.tile_x, player->position.tile_y, player->position.tile_z
};
test_pos = recannonicalize_position( tile_map, test_pos );
// Base position
//TileMapPos test_pos = {
//new_player_pos.x, new_player_pos.y,
//player->position.tile_x, player->position.tile_y, player->position.tile_z
//};
//test_pos = recannonicalize_position( tile_map, test_pos );
// TODO(Ed) : Need a delta-function that auto-reconnonicalizes.
@ -906,72 +911,105 @@ void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back
new_player_pos.x - player_half_width, new_player_pos.y + player_quarter_height,
player->position.tile_x, player->position.tile_y, player->position.tile_z
};
test_pos_nw = recannonicalize_position( tile_map, test_pos_nw );
valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_nw );
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,
player->position.tile_x, player->position.tile_y, player->position.tile_z
};
test_pos_ne = recannonicalize_position( tile_map, test_pos_ne );
valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_ne );
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,
player->position.tile_x, player->position.tile_y, player->position.tile_z
};
test_pos_sw = recannonicalize_position( tile_map, test_pos_sw );
valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_sw );
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,
player->position.tile_x, player->position.tile_y, player->position.tile_z
};
test_pos_se = recannonicalize_position( tile_map, test_pos_se );
valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_se );
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 };
}
if ( collision_ne && collision_se )
{
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 = { player->position.rel_pos.x, player->position.rel_pos.y };
new_player_pos += player->move_velocity;
}
if ( valid_new_pos )
TileMapPos new_pos = {
new_player_pos.x, new_player_pos.y,
player->position.tile_x, player->position.tile_y, player->position.tile_z
};
new_pos = recannonicalize_position( tile_map, new_pos );
bool on_new_tile = TileMap_are_on_same_tile( & new_pos, & player->position );
if ( ! on_new_tile )
{
TileMapPos new_pos = {
new_player_pos.x, new_player_pos.y,
player->position.tile_x, player->position.tile_y, player->position.tile_z
};
new_pos = recannonicalize_position( tile_map, new_pos );
u32 new_tile_value = TileMap_get_tile_value( tile_map, new_pos );
bool on_new_tile = TileMap_are_on_same_tile( & new_pos, & player->position );
if ( ! on_new_tile )
if ( new_tile_value == 3 )
{
u32 new_tile_value = TileMap_get_tile_value( tile_map, new_pos );
++ new_pos.tile_z;
}
else if ( new_tile_value == 4 )
{
-- new_pos.tile_z;
}
}
if ( new_tile_value == 3 )
{
++ new_pos.tile_z;
}
else if ( new_tile_value == 4 )
{
-- new_pos.tile_z;
}
}
player->position = new_pos;
player->position = new_pos;
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_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 )

View File

@ -60,6 +60,12 @@ inline Pos2_f32 normalize( Pos2_f32 v )
return result;
}
inline f32 scalar_product( Pos2_f32 a, Pos2_f32 b )
{
f32 result = a.x * b.x + a.y * b.y;
return result;
}
inline Pos2_f32 operator-( Pos2_f32 v )
{
Pos2_f32 result { -v.x, -v.y };
@ -189,6 +195,12 @@ inline Vel2_f32 normalize( Vel2_f32 v )
return result;
}
inline f32 scalar_product( Vel2_f32 a, Vel2_f32 b )
{
f32 result = a.x * b.x + a.y * b.y;
return result;
}
inline Vel2_f32 operator-( Vel2_f32 v )
{
Vel2_f32 result { -v.x, -v.y };
@ -308,6 +320,12 @@ inline Accel2_f32 normalize( Accel2_f32 v )
return result;
}
inline f32 scalar_product( Accel2_f32 a, Accel2_f32 b )
{
f32 result = a.x * b.x + a.y * b.y;
return result;
}
inline Accel2_f32 operator-( Accel2_f32 v )
{
Accel2_f32 result { -v.x, -v.y };

View File

@ -49,6 +49,12 @@ inline Vec2_f32 normalize( Vec2_f32 v )
return result;
}
inline f32 scalar_product( Vec2_f32 a, Vec2_f32 b )
{
f32 result = a.x * b.x + a.y * b.y;
return result;
}
inline Vec2_f32 operator-( Vec2_f32 v )
{
Vec2_f32 result { -v.x, -v.y };
@ -145,18 +151,6 @@ inline s32 magnitude( Vec2_s32 v )
return result;
}
inline Vec2_s32 normalize( Vec2_s32 v )
{
s32 square_size = v.x * v.x + v.y * v.y;
if ( square_size < scast( s32, 1e-4 ) )
{
return Zero( Vec2_s32 );
}
s32 mag = sqrt( square_size );
Vec2_s32 result { v.x / mag, v.y / mag };
return result;
}
inline Vec2_s32 operator-( Vec2_s32 v )
{
Vec2_s32 result { -v.x, -v.y };

View File

@ -15,6 +15,7 @@
#pragma warning( disable: 4710 ) // Support automatic inline expansion
#pragma warning( disable: 4805 ) // Support comparisons of s32 to bool.
#pragma warning( disable: 5246 ) // Support for initialization of subobject without braces.
#pragma warning( disable: 4701 ) // Support for potentially uninitalized variables
#endif
#ifdef __clang__