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1448 lines
35 KiB
C
1448 lines
35 KiB
C
#define SOKOL_IMPL
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#if defined(WIN32) || defined(_WIN32)
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#define SOKOL_D3D11
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#endif
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#include "sokol_app.h"
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#include "sokol_gfx.h"
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#include "sokol_time.h"
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#include "sokol_glue.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#define STB_TRUETYPE_IMPLEMENTATION
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#include "stb_truetype.h"
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#include "HandMadeMath.h"
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#pragma warning(disable : 4996) // fopen is safe. I don't care about fopen_s
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#include <math.h>
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#define ARRLEN(x) ((sizeof(x)/sizeof(0[x])) / ((size_t)(!(sizeof(x) % sizeof(0[x])))))
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#define ENTITIES_ITER(ents) for(Entity *it = ents; it < ents + ARRLEN(ents); it++) if(it->exists)
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Vec2 RotateV2(Vec2 v, float theta)
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{
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return V2(
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v.X * cosf(theta) - v.Y * sinf(theta),
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v.X * sinf(theta) + v.Y * cosf(theta)
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);
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}
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typedef struct AABB
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{
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Vec2 upper_left;
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Vec2 lower_right;
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} AABB;
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typedef struct Quad
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{
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union
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{
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struct
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{
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Vec2 ul; // upper left
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Vec2 ur; // upper right
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Vec2 lr; // lower right
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Vec2 ll; // lower left
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};
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Vec2 points[4];
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};
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} Quad;
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typedef struct TileInstance
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{
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uint16_t kind;
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} TileInstance;
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typedef struct AnimatedTile
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{
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uint16_t id_from;
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int num_frames;
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uint16_t frames[32];
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} AnimatedTile;
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typedef struct TileSet
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{
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sg_image *img;
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AnimatedTile animated[128];
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} TileSet;
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typedef struct AnimatedSprite
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{
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sg_image *img;
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double time_per_frame;
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int num_frames;
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Vec2 start;
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float horizontal_diff_btwn_frames;
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Vec2 region_size;
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bool no_wrap; // does not wrap when playing
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} AnimatedSprite;
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typedef enum CharacterState
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{
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CHARACTER_WALKING,
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CHARACTER_IDLE,
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CHARACTER_ATTACK,
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} CharacterState;
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typedef enum EntityKind
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{
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ENTITY_INVALID, // zero initialized is invalid entity
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ENTITY_PLAYER,
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ENTITY_OLD_MAN,
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ENTITY_BULLET,
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} EntityKind;
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typedef struct Entity
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{
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bool exists;
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EntityKind kind;
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// fields for all entities
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Vec2 pos;
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Vec2 vel; // only used sometimes, like in old man and bullet
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float damage; // at 1.0, he's dead
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bool facing_left;
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// old man
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bool aggressive;
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double shotgun_timer;
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// character
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CharacterState state;
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bool is_rolling; // can only roll in idle or walk states
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float speed; // for lerping to the speed, so that roll gives speed boost which fades
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double roll_progress;
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double swing_progress;
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} Entity;
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typedef struct Overlap
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{
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bool is_tile; // in which case e will be null, naturally
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TileInstance t;
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Entity *e;
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} Overlap;
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#define MAX_COLLISIONS_RESULTS 16
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typedef struct Overlapping
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{
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Overlap results[MAX_COLLISIONS_RESULTS];
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int num_results;
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} Overlapping;
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#define LEVEL_TILES 60
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#define TILE_SIZE 32 // in pixels
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#define MAX_ENTITIES 128
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#define PLAYER_SPEED 3.5f // in meters per second
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#define PLAYER_ROLL_SPEED 7.0f
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typedef struct Level
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{
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TileInstance tiles[LEVEL_TILES][LEVEL_TILES];
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Entity initial_entities[MAX_ENTITIES]; // shouldn't be directly modified, only used to initialize entities on loading of level
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} Level;
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typedef struct TileCoord
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{
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int x;
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int y;
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} TileCoord;
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// no alignment etc because lazy
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typedef struct Arena
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{
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char *data;
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size_t data_size;
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size_t cur;
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} Arena;
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Arena make(size_t max_size)
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{
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return (Arena)
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{
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.data = calloc(1, max_size),
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.data_size = max_size,
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.cur = 0,
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};
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}
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void reset(Arena *a)
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{
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memset(a->data, 0, a->data_size);
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a->cur = 0;
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}
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char *get(Arena *a, size_t of_size)
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{
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assert(a->data != NULL);
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char *to_return = a->data + a->cur;
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a->cur += of_size;
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assert(a->cur < a->data_size);
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return to_return;
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}
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Arena scratch = {0};
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char *tprint(const char *format, ...)
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{
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va_list argptr;
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va_start(argptr, format);
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int size = vsnprintf(NULL, 0, format, argptr) + 1; // for null terminator
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char *to_return = get(&scratch, size);
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vsnprintf(to_return, size, format, argptr);
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va_end(argptr);
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return to_return;
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}
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Vec2 entity_aabb_size(Entity *e)
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{
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if(e->kind == ENTITY_PLAYER)
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{
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return V2(TILE_SIZE, TILE_SIZE);
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}
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else if(e->kind == ENTITY_OLD_MAN)
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{
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return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
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}
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else if(e->kind == ENTITY_BULLET)
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{
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return V2(TILE_SIZE*0.25f, TILE_SIZE*0.25f);
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}
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else
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{
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assert(false);
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return (Vec2){0};
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}
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}
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bool is_tile_solid(TileInstance t)
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{
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uint16_t tile_id = t.kind;
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return tile_id == 53 || tile_id == 0 || tile_id == 367 || tile_id == 317 || tile_id == 313 || tile_id == 366 || tile_id == 368;
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}
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// tilecoord is integer tile position, not like tile coord
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Vec2 tilecoord_to_world(TileCoord t)
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{
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return V2( (float)t.x * (float)TILE_SIZE * 1.0f, -(float)t.y * (float)TILE_SIZE * 1.0f );
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}
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// points from tiled editor have their own strange and alien coordinate system (local to the tilemap Y+ down)
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Vec2 tilepoint_to_world(Vec2 tilepoint)
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{
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Vec2 tilecoord = MulV2F(tilepoint, 1.0/TILE_SIZE);
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return tilecoord_to_world((TileCoord){(int)tilecoord.X, (int)tilecoord.Y});
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}
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TileCoord world_to_tilecoord(Vec2 w)
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{
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// world = V2(tilecoord.x * tile_size, -tilecoord.y * tile_size)
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// world.x = tilecoord.x * tile_size
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// world.x / tile_size = tilecoord.x
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// world.y = -tilecoord.y * tile_size
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// - world.y / tile_size = tilecoord.y
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return (TileCoord){ (int)floorf(w.X / TILE_SIZE), (int)floorf(-w.Y / TILE_SIZE) };
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}
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AABB tile_aabb(TileCoord t)
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{
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return (AABB)
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{
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.upper_left = tilecoord_to_world(t),
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.lower_right = AddV2(tilecoord_to_world(t), V2(TILE_SIZE, -TILE_SIZE)),
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};
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}
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Vec2 rotate_counter_clockwise(Vec2 v)
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{
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return V2(-v.Y, v.X);
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}
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Vec2 aabb_center(AABB aabb)
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{
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return MulV2F(AddV2(aabb.upper_left, aabb.lower_right), 0.5f);
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}
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AABB centered_aabb(Vec2 at, Vec2 size)
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{
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return (AABB){
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.upper_left = AddV2(at, V2(-size.X/2.0f, size.Y/2.0f)),
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.lower_right = AddV2(at, V2( size.X/2.0f, -size.Y/2.0f)),
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};
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}
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AABB entity_aabb(Entity *e)
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{
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return centered_aabb(e->pos, entity_aabb_size(e));
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}
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TileInstance get_tile(Level *l, TileCoord t)
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{
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bool out_of_bounds = false;
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out_of_bounds |= t.x < 0;
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out_of_bounds |= t.x >= LEVEL_TILES;
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out_of_bounds |= t.y < 0;
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out_of_bounds |= t.y >= LEVEL_TILES;
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//assert(!out_of_bounds);
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if(out_of_bounds) return (TileInstance){0};
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return l->tiles[t.y][t.x];
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}
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sg_image load_image(const char *path)
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{
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sg_image to_return = {0};
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int png_width, png_height, num_channels;
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const int desired_channels = 4;
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stbi_uc* pixels = stbi_load(
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path,
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&png_width, &png_height,
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&num_channels, 0);
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assert(pixels);
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to_return = sg_make_image(&(sg_image_desc)
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{
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.width = png_width,
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.height = png_height,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.min_filter = SG_FILTER_NEAREST,
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.mag_filter = SG_FILTER_NEAREST,
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.data.subimage[0][0] =
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{
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.ptr = pixels,
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.size = (size_t)(png_width * png_height * 4),
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}
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});
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stbi_image_free(pixels);
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return to_return;
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}
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#include "quad-sapp.glsl.h"
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#include "assets.gen.c"
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AnimatedSprite knight_idle =
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{
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.img = &image_knight_idle,
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.time_per_frame = 0.3,
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.num_frames = 10,
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.start = {16.0f, 0.0f},
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.horizontal_diff_btwn_frames = 120.0,
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.region_size = {80.0f, 80.0f},
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};
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AnimatedSprite knight_running =
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{
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.img = &image_knight_run,
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.time_per_frame = 0.06,
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.num_frames = 10,
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.start = {19.0f, 0.0f},
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.horizontal_diff_btwn_frames = 120.0,
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.region_size = {80.0f, 80.0f},
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};
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AnimatedSprite knight_rolling =
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{
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.img = &image_knight_roll,
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.time_per_frame = 0.05,
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.num_frames = 12,
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.start = {19.0f, 0.0f},
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.horizontal_diff_btwn_frames = 120.0,
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.region_size = {80.0f, 80.0f},
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.no_wrap = true,
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};
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AnimatedSprite knight_attack =
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{
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.img = &image_knight_attack,
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.time_per_frame = 0.06,
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.num_frames = 4,
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.start = {37.0f, 0.0f},
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.horizontal_diff_btwn_frames = 120.0,
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.region_size = {80.0f, 80.0f},
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.no_wrap = true,
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};
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AnimatedSprite old_man_idle =
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{
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.img = &image_old_man,
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.time_per_frame = 0.4,
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.num_frames = 4,
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.start = {0.0, 0.0},
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.horizontal_diff_btwn_frames = 16.0f,
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.region_size = {16.0f, 16.0f},
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};
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sg_image image_font = {0};
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const float font_size = 32.0;
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stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
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// so can be grep'd and removed
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#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
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static struct
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{
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sg_pass_action pass_action;
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sg_pipeline pip;
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sg_bindings bind;
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} state;
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AABB level_aabb = { .upper_left = {0.0f, 0.0f}, .lower_right = {2000.0f, -2000.0f} };
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Entity entities[MAX_ENTITIES] = {0};
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Entity *player = NULL;
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Entity *new_entity()
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{
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for(int i = 0; i < ARRLEN(entities); i++)
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{
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if(!entities[i].exists)
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{
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Entity *to_return = &entities[i];
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*to_return = (Entity){0};
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to_return->exists = true;
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return to_return;
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}
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}
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assert(false);
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return NULL;
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}
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void reset_level()
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{
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// load level
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Level *to_load = &level_level0;
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{
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assert(ARRLEN(to_load->initial_entities) == ARRLEN(entities));
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memcpy(entities, to_load->initial_entities, sizeof(Entity) * MAX_ENTITIES);
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player = NULL;
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ENTITIES_ITER(entities)
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{
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if(it->kind == ENTITY_PLAYER)
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{
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assert(player == NULL);
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player = it;
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}
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}
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assert(player != NULL); // level initial config must have player entity
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}
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}
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void init(void)
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{
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scratch = make(1024 * 10);
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stm_setup();
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sg_setup( &(sg_desc){
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.context = sapp_sgcontext()
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});
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load_assets();
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reset_level();
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// load font
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{
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FILE* fontFile = fopen("assets/orange kid.ttf", "rb");
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fseek(fontFile, 0, SEEK_END);
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size_t size = ftell(fontFile); /* how long is the file ? */
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fseek(fontFile, 0, SEEK_SET); /* reset */
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char *fontBuffer = malloc(size);
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fread(fontBuffer, size, 1, fontFile);
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fclose(fontFile);
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unsigned char font_bitmap[512*512] =
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{0};
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stbtt_BakeFontBitmap(fontBuffer, 0, font_size, font_bitmap, 512, 512, 32, 96, cdata);
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unsigned char *font_bitmap_rgba = malloc(4 * 512 * 512); // stack would be too big if allocated on stack (stack overflow)
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for(int i = 0; i < 512 * 512; i++)
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{
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font_bitmap_rgba[i*4 + 0] = 255;
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font_bitmap_rgba[i*4 + 1] = 255;
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font_bitmap_rgba[i*4 + 2] = 255;
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font_bitmap_rgba[i*4 + 3] = font_bitmap[i];
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}
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image_font = sg_make_image( &(sg_image_desc){
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.width = 512,
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.height = 512,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.min_filter = SG_FILTER_NEAREST,
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.mag_filter = SG_FILTER_NEAREST,
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.data.subimage[0][0] =
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{
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.ptr = font_bitmap_rgba,
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.size = (size_t)(512 * 512 * 4),
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}
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} );
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free(font_bitmap_rgba);
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}
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state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc)
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{
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.usage = SG_USAGE_STREAM,
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//.data = SG_RANGE(vertices),
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.size = 1024*500,
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.label = "quad-vertices"
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});
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/* an index buffer with 2 triangles */
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uint16_t indices[] =
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{ 0, 1, 2, 0, 2, 3 };
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state.bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){
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.type = SG_BUFFERTYPE_INDEXBUFFER,
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.data = SG_RANGE(indices),
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.label = "quad-indices"
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});
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|
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sg_shader shd = sg_make_shader(quad_program_shader_desc(sg_query_backend()));
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state.pip = sg_make_pipeline(&(sg_pipeline_desc)
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{
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.shader = shd,
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.index_type = SG_INDEXTYPE_UINT16,
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.layout = {
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.attrs =
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{
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[ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT2,
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[ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
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}
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},
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.colors[0].blend = (sg_blend_state) { // allow transparency
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.enabled = true,
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.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
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.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.op_rgb = SG_BLENDOP_ADD,
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.src_factor_alpha = SG_BLENDFACTOR_ONE,
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.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.op_alpha = SG_BLENDOP_ADD,
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},
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.label = "quad-pipeline",
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});
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|
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state.pass_action = (sg_pass_action)
|
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{
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//.colors[0] = { .action=SG_ACTION_CLEAR, .value={12.5f/255.0f, 12.5f/255.0f, 12.5f/255.0f, 1.0f } }
|
|
//.colors[0] = { .action=SG_ACTION_CLEAR, .value={255.5f/255.0f, 255.5f/255.0f, 255.5f/255.0f, 1.0f } }
|
|
// 0x898989 is the color in tiled
|
|
.colors[0] =
|
|
{ .action=SG_ACTION_CLEAR, .value={137.0f/255.0f, 137.0f/255.0f, 137.0f/255.0f, 1.0f } }
|
|
};
|
|
}
|
|
|
|
typedef Vec4 Color;
|
|
|
|
|
|
#define WHITE (Color){1.0f, 1.0f, 1.0f, 1.0f}
|
|
#define BLACK (Color){0.0f, 0.0f, 0.0f, 1.0f}
|
|
#define RED (Color){1.0f, 0.0f, 0.0f, 1.0f}
|
|
|
|
|
|
Vec2 screen_size()
|
|
{
|
|
return V2((float)sapp_width(), (float)sapp_height());
|
|
}
|
|
|
|
typedef struct Camera
|
|
{
|
|
Vec2 pos;
|
|
float scale;
|
|
} Camera;
|
|
|
|
|
|
// everything is in pixels in world space, 43 pixels is approx 1 meter measured from
|
|
// merchant sprite being 5'6"
|
|
const float pixels_per_meter = 43.0f;
|
|
Camera cam = {.scale = 2.0f };
|
|
|
|
Vec2 cam_offset()
|
|
{
|
|
return AddV2(cam.pos, MulV2F(screen_size(), 0.5f));
|
|
}
|
|
|
|
// in pixels
|
|
Vec2 img_size(sg_image img)
|
|
{
|
|
sg_image_info info = sg_query_image_info(img);
|
|
return V2((float)info.width, (float)info.height);
|
|
}
|
|
|
|
// full region in pixels
|
|
AABB full_region(sg_image img)
|
|
{
|
|
return (AABB)
|
|
{
|
|
.upper_left = V2(0.0f, 0.0f),
|
|
.lower_right = img_size(img),
|
|
};
|
|
}
|
|
|
|
// screen coords are in pixels counting from bottom left as (0,0), Y+ is up
|
|
Vec2 world_to_screen(Vec2 world)
|
|
{
|
|
Vec2 to_return = world;
|
|
to_return = MulV2F(to_return, cam.scale);
|
|
to_return = AddV2(to_return, cam_offset());
|
|
return to_return;
|
|
}
|
|
|
|
Vec2 screen_to_world(Vec2 screen)
|
|
{
|
|
Vec2 to_return = screen;
|
|
to_return = SubV2(to_return, cam_offset());
|
|
to_return = MulV2F(to_return, 1.0f/cam.scale);
|
|
return to_return;
|
|
}
|
|
|
|
|
|
Quad quad_at(Vec2 at, Vec2 size)
|
|
{
|
|
Quad to_return;
|
|
|
|
to_return.points[0] = V2(0.0, 0.0);
|
|
to_return.points[1] = V2(size.X, 0.0);
|
|
to_return.points[2] = V2(size.X, -size.Y);
|
|
to_return.points[3] = V2(0.0, -size.Y);
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
to_return.points[i] = AddV2(to_return.points[i], at);
|
|
}
|
|
return to_return;
|
|
}
|
|
|
|
Quad tile_quad(TileCoord coord)
|
|
{
|
|
return quad_at(tilecoord_to_world(coord), V2(TILE_SIZE, TILE_SIZE));
|
|
}
|
|
|
|
// out must be of at least length 4
|
|
Quad quad_centered(Vec2 at, Vec2 size)
|
|
{
|
|
Quad to_return = quad_at(at, size);
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
to_return.points[i] = AddV2(to_return.points[i], V2(-size.X*0.5f, size.Y*0.5f));
|
|
}
|
|
return to_return;
|
|
}
|
|
|
|
Quad quad_aabb(AABB aabb)
|
|
{
|
|
Vec2 size_vec = SubV2(aabb.lower_right, aabb.upper_left); // negative in vertical direction
|
|
assert(size_vec.Y <= 0.0f);
|
|
assert(size_vec.X >= 0.0f);
|
|
return (Quad) {
|
|
.ul = aabb.upper_left,
|
|
.ur = AddV2(aabb.upper_left, V2(size_vec.X, 0.0f)),
|
|
.lr = AddV2(aabb.upper_left, size_vec),
|
|
.ll = AddV2(aabb.upper_left, V2(0.0f, size_vec.Y)),
|
|
};
|
|
}
|
|
|
|
|
|
// both segment_a and segment_b must be arrays of length 2
|
|
bool segments_overlapping(float *a_segment, float *b_segment)
|
|
{
|
|
assert(a_segment[1] >= a_segment[0]);
|
|
assert(b_segment[1] >= b_segment[0]);
|
|
float total_length = (a_segment[1] - a_segment[0]) + (b_segment[1] - b_segment[0]);
|
|
float farthest_to_left = min(a_segment[0], b_segment[0]);
|
|
float farthest_to_right = max(a_segment[1], b_segment[1]);
|
|
if (farthest_to_right - farthest_to_left < total_length)
|
|
{
|
|
return true;
|
|
} else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool overlapping(AABB a, AABB b)
|
|
{
|
|
// x axis
|
|
|
|
{
|
|
float a_segment[2] =
|
|
{ a.upper_left.X, a.lower_right.X };
|
|
float b_segment[2] =
|
|
{ b.upper_left.X, b.lower_right.X };
|
|
if(segments_overlapping(a_segment, b_segment))
|
|
{
|
|
} else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// y axis
|
|
|
|
{
|
|
float a_segment[2] =
|
|
{ a.lower_right.Y, a.upper_left.Y };
|
|
float b_segment[2] =
|
|
{ b.lower_right.Y, b.upper_left.Y };
|
|
if(segments_overlapping(a_segment, b_segment))
|
|
{
|
|
} else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true; // both segments overlapping
|
|
}
|
|
|
|
bool has_point(AABB aabb, Vec2 point)
|
|
{
|
|
return
|
|
(aabb.upper_left.X < point.X && point.X < aabb.lower_right.X) &&
|
|
(aabb.upper_left.Y > point.Y && point.Y > aabb.lower_right.Y);
|
|
}
|
|
|
|
// The image region is in pixel space of the image
|
|
void draw_quad(bool world_space, Quad quad, sg_image image, AABB image_region, Color tint)
|
|
{
|
|
Vec2 *points = quad.points;
|
|
|
|
if(world_space)
|
|
{
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
points[i] = world_to_screen(points[i]);
|
|
}
|
|
}
|
|
AABB cam_aabb =
|
|
{ .upper_left = V2(0.0, screen_size().Y), .lower_right = V2(screen_size().X, 0.0) };
|
|
AABB points_bounding_box =
|
|
{ .upper_left = V2(INFINITY, -INFINITY), .lower_right = V2(-INFINITY, INFINITY) };
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
points_bounding_box.upper_left.X = min(points_bounding_box.upper_left.X, points[i].X);
|
|
points_bounding_box.upper_left.Y = max(points_bounding_box.upper_left.Y, points[i].Y);
|
|
|
|
points_bounding_box.lower_right.X = max(points_bounding_box.lower_right.X, points[i].X);
|
|
points_bounding_box.lower_right.Y = min(points_bounding_box.lower_right.Y, points[i].Y);
|
|
}
|
|
if(!overlapping(cam_aabb, points_bounding_box))
|
|
{
|
|
return; // cull out of screen quads
|
|
}
|
|
|
|
float new_vertices[ (2 + 2)*4 ];
|
|
Vec2 region_size = SubV2(image_region.lower_right, image_region.upper_left);
|
|
assert(region_size.X > 0.0);
|
|
assert(region_size.Y > 0.0);
|
|
Vec2 tex_coords[4] =
|
|
{
|
|
AddV2(image_region.upper_left, V2(0.0, 0.0)),
|
|
AddV2(image_region.upper_left, V2(region_size.X, 0.0)),
|
|
AddV2(image_region.upper_left, V2(region_size.X, region_size.Y)),
|
|
AddV2(image_region.upper_left, V2(0.0, region_size.Y)),
|
|
};
|
|
|
|
// convert to uv space
|
|
sg_image_info info = sg_query_image_info(image);
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
tex_coords[i] = DivV2(tex_coords[i], V2((float)info.width, (float)info.height));
|
|
}
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
Vec2 zero_to_one = DivV2(points[i], screen_size());
|
|
Vec2 in_clip_space = SubV2(MulV2F(zero_to_one, 2.0), V2(1.0, 1.0));
|
|
new_vertices[i*4] = in_clip_space.X;
|
|
new_vertices[i*4 + 1] = in_clip_space.Y;
|
|
new_vertices[i*4 + 2] = tex_coords[i].X;
|
|
new_vertices[i*4 + 3] = tex_coords[i].Y;
|
|
}
|
|
state.bind.vertex_buffer_offsets[0] = sg_append_buffer(state.bind.vertex_buffers[0], &SG_RANGE(new_vertices));
|
|
quad_fs_params_t params =
|
|
{0};
|
|
params.tint[0] = tint.R;
|
|
params.tint[1] = tint.G;
|
|
params.tint[2] = tint.B;
|
|
params.tint[3] = tint.A;
|
|
params.upper_left[0] = image_region.upper_left.X;
|
|
params.upper_left[1] = image_region.upper_left.Y;
|
|
params.lower_right[0] = image_region.lower_right.X;
|
|
params.lower_right[1] = image_region.lower_right.Y;
|
|
|
|
state.bind.fs_images[SLOT_quad_tex] = image;
|
|
sg_apply_bindings(&state.bind);
|
|
sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_quad_fs_params, &SG_RANGE(params));
|
|
sg_draw(0, 6, 1);
|
|
}
|
|
|
|
void swap(Vec2 *p1, Vec2 *p2)
|
|
{
|
|
Vec2 tmp = *p1;
|
|
*p1 = *p2;
|
|
*p2 = tmp;
|
|
}
|
|
|
|
double anim_sprite_duration(AnimatedSprite *s)
|
|
{
|
|
return s->num_frames * s->time_per_frame;
|
|
}
|
|
|
|
void draw_animated_sprite(AnimatedSprite *s, double time, bool flipped, Vec2 pos, Color tint)
|
|
{
|
|
sg_image spritesheet_img = *s->img;
|
|
int index = (int)floor(time/s->time_per_frame) % s->num_frames;
|
|
if(s->no_wrap)
|
|
{
|
|
index = (int)floor(time/s->time_per_frame);
|
|
if(index >= s->num_frames) index = s->num_frames - 1;
|
|
}
|
|
|
|
Quad q = quad_centered(pos, s->region_size);
|
|
|
|
if(flipped)
|
|
{
|
|
swap(&q.points[0], &q.points[1]);
|
|
swap(&q.points[3], &q.points[2]);
|
|
}
|
|
|
|
AABB region;
|
|
region.upper_left = AddV2(s->start, V2(index * s->horizontal_diff_btwn_frames, 0.0f));
|
|
region.lower_right = V2(region.upper_left.X + (float)s->region_size.X, (float)s->region_size.Y);
|
|
|
|
draw_quad(true, q, spritesheet_img, region, tint);
|
|
}
|
|
|
|
|
|
|
|
Vec2 tile_id_to_coord(sg_image tileset_image, Vec2 tile_size, uint16_t tile_id)
|
|
{
|
|
int tiles_per_row = (int)(img_size(tileset_image).X / tile_size.X);
|
|
int tile_index = tile_id - 1;
|
|
int tile_image_row = tile_index / tiles_per_row;
|
|
int tile_image_col = tile_index - tile_image_row*tiles_per_row;
|
|
Vec2 tile_image_coord = V2((float)tile_image_col * tile_size.X, (float)tile_image_row*tile_size.Y);
|
|
return tile_image_coord;
|
|
}
|
|
|
|
// returns bounds. To measure text you can set dry run to true and get the bounds
|
|
AABB draw_text(bool world_space, bool dry_run, const char *text, Vec2 pos, Color color)
|
|
{
|
|
size_t text_len = strlen(text);
|
|
AABB bounds =
|
|
{0};
|
|
float y = 0.0;
|
|
float x = 0.0;
|
|
for(int i = 0; i < text_len; i++)
|
|
{
|
|
stbtt_aligned_quad q;
|
|
float old_y = y;
|
|
stbtt_GetBakedQuad(cdata, 512, 512, text[i]-32, &x, &y, &q, 1);
|
|
float difference = y - old_y;
|
|
y = old_y + difference;
|
|
|
|
Vec2 size = V2(q.x1 - q.x0, q.y1 - q.y0);
|
|
if(text[i] == '\n')
|
|
{
|
|
#ifdef DEVTOOLS
|
|
y += font_size*0.75f; // arbitrary, only debug text has newlines
|
|
x = 0.0;
|
|
#else
|
|
assert(false);
|
|
#endif
|
|
}
|
|
if(size.Y > 0.0 && size.X > 0.0)
|
|
{ // spaces (and maybe other characters) produce quads of size 0
|
|
Quad to_draw = {
|
|
.points = {
|
|
AddV2(V2(q.x0, -q.y0), V2(0.0f, 0.0f)),
|
|
AddV2(V2(q.x0, -q.y0), V2(size.X, 0.0f)),
|
|
AddV2(V2(q.x0, -q.y0), V2(size.X, -size.Y)),
|
|
AddV2(V2(q.x0, -q.y0), V2(0.0f, -size.Y)),
|
|
},
|
|
};
|
|
|
|
AABB font_atlas_region = (AABB)
|
|
{
|
|
.upper_left = V2(q.s0, q.t0),
|
|
.lower_right = V2(q.s1, q.t1),
|
|
};
|
|
font_atlas_region.upper_left.X *= img_size(image_font).X;
|
|
font_atlas_region.lower_right.X *= img_size(image_font).X;
|
|
font_atlas_region.upper_left.Y *= img_size(image_font).Y;
|
|
font_atlas_region.lower_right.Y *= img_size(image_font).Y;
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
bounds.upper_left.X = min(bounds.upper_left.X, to_draw.points[i].X);
|
|
bounds.upper_left.Y = max(bounds.upper_left.Y, to_draw.points[i].Y);
|
|
bounds.lower_right.X = max(bounds.lower_right.X, to_draw.points[i].X);
|
|
bounds.lower_right.Y = min(bounds.lower_right.Y, to_draw.points[i].Y);
|
|
}
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
to_draw.points[i] = AddV2(to_draw.points[i], pos);
|
|
}
|
|
|
|
if(!dry_run)
|
|
{
|
|
draw_quad(world_space, to_draw, image_font, font_atlas_region, color);
|
|
}
|
|
}
|
|
}
|
|
|
|
bounds.upper_left = AddV2(bounds.upper_left, pos);
|
|
bounds.lower_right = AddV2(bounds.lower_right, pos);
|
|
return bounds;
|
|
}
|
|
|
|
void colorquad(bool world_space, Quad q, Color col)
|
|
{
|
|
draw_quad(world_space, q, image_white_square, full_region(image_white_square), col);
|
|
}
|
|
|
|
void dbgsquare(Vec2 at)
|
|
{
|
|
colorquad(true, quad_centered(at, V2(10.0, 10.0)), RED);
|
|
}
|
|
|
|
// in world coordinates
|
|
void line(Vec2 from, Vec2 to, float line_width, Color color)
|
|
{
|
|
Vec2 normal = rotate_counter_clockwise(NormV2(SubV2(to, from)));
|
|
Quad line_quad = {
|
|
.points = {
|
|
AddV2(from, MulV2F(normal, line_width)), // upper left
|
|
AddV2(to, MulV2F(normal, line_width)), // upper right
|
|
AddV2(to, MulV2F(normal, -line_width)), // lower right
|
|
AddV2(from, MulV2F(normal, -line_width)), // lower left
|
|
}
|
|
};
|
|
colorquad(true, line_quad, color);
|
|
}
|
|
|
|
void dbgline(Vec2 from, Vec2 to)
|
|
{
|
|
#ifdef DEVTOOLS
|
|
line(from, to, 2.0f, RED);
|
|
#else
|
|
(void)from;
|
|
(void)to;
|
|
#endif
|
|
}
|
|
|
|
// in world space
|
|
void dbgrect(AABB rect)
|
|
{
|
|
#ifdef DEVTOOLS
|
|
const float line_width = 0.5;
|
|
const Color col = RED;
|
|
Quad q = quad_aabb(rect);
|
|
line(q.ul, q.ur, line_width, col);
|
|
line(q.ur, q.lr, line_width, col);
|
|
line(q.lr, q.ll, line_width, col);
|
|
line(q.ll, q.ul, line_width, col);
|
|
#else
|
|
(void)rect;
|
|
#endif
|
|
}
|
|
|
|
// gets aabbs overlapping the input aabb, including entities and tiles
|
|
Overlapping get_overlapping(Level *l, AABB aabb)
|
|
{
|
|
Overlapping to_return = {0};
|
|
|
|
Quad q = quad_aabb(aabb);
|
|
// the corners, jessie
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
TileInstance t = get_tile(l, world_to_tilecoord(q.points[i]));
|
|
if(is_tile_solid(t))
|
|
{
|
|
to_return.results[to_return.num_results++] = (Overlap)
|
|
{
|
|
.is_tile = true,
|
|
.t = t
|
|
};
|
|
assert(to_return.num_results < ARRLEN(to_return.results));
|
|
}
|
|
}
|
|
|
|
// the entities jessie
|
|
ENTITIES_ITER(entities)
|
|
{
|
|
if(overlapping(aabb, entity_aabb(it)))
|
|
{
|
|
to_return.results[to_return.num_results++] = (Overlap)
|
|
{
|
|
.e = it,
|
|
};
|
|
assert(to_return.num_results < ARRLEN(to_return.results));
|
|
}
|
|
}
|
|
|
|
return to_return;
|
|
}
|
|
|
|
// returns new pos after moving and sliding against collidable things
|
|
Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
|
|
{
|
|
Vec2 collision_aabb_size = entity_aabb_size(from);
|
|
Vec2 new_pos = AddV2(position, movement_this_frame);
|
|
AABB at_new = centered_aabb(new_pos, collision_aabb_size);
|
|
dbgrect(at_new);
|
|
AABB to_check[256] = {0};
|
|
int to_check_index = 0;
|
|
|
|
// add tilemap boxes
|
|
{
|
|
Vec2 at_new_size_vector = SubV2(at_new.lower_right, at_new.upper_left);
|
|
Vec2 points_to_check[] = {
|
|
AddV2(at_new.upper_left, V2(0.0, 0.0)),
|
|
AddV2(at_new.upper_left, V2(at_new_size_vector.X, 0.0)),
|
|
AddV2(at_new.upper_left, V2(at_new_size_vector.X, at_new_size_vector.Y)),
|
|
AddV2(at_new.upper_left, V2(0.0, at_new_size_vector.Y)),
|
|
};
|
|
for(int i = 0; i < ARRLEN(points_to_check); i++)
|
|
{
|
|
Vec2 *it = &points_to_check[i];
|
|
TileCoord tilecoord_to_check = world_to_tilecoord(*it);
|
|
|
|
if(is_tile_solid(get_tile(&level_level0, tilecoord_to_check)))
|
|
{
|
|
to_check[to_check_index++] = tile_aabb(tilecoord_to_check);
|
|
assert(to_check_index < ARRLEN(to_check));
|
|
}
|
|
}
|
|
}
|
|
|
|
// add entity boxes
|
|
if(!(from->kind == ENTITY_PLAYER && from->is_rolling))
|
|
{
|
|
ENTITIES_ITER(entities)
|
|
{
|
|
if(it != from)
|
|
{
|
|
to_check[to_check_index++] = centered_aabb(it->pos, entity_aabb_size(it));
|
|
assert(to_check_index < ARRLEN(to_check));
|
|
}
|
|
}
|
|
}
|
|
for(int i = 0; i < to_check_index; i++)
|
|
{
|
|
AABB to_depenetrate_from = to_check[i];
|
|
dbgrect(to_depenetrate_from);
|
|
while(overlapping(to_depenetrate_from, at_new))
|
|
{
|
|
//dbgsquare(to_depenetrate_from.upper_left);
|
|
//dbgsquare(to_depenetrate_from.lower_right);
|
|
const float move_dist = 0.05f;
|
|
|
|
Vec2 to_player = NormV2(SubV2(aabb_center(at_new), aabb_center(to_depenetrate_from)));
|
|
Vec2 compass_dirs[4] = {
|
|
V2( 1.0, 0.0),
|
|
V2(-1.0, 0.0),
|
|
V2(0.0, 1.0),
|
|
V2(0.0, -1.0),
|
|
};
|
|
int closest_index = -1;
|
|
float closest_dot = -99999999.0f;
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
float dot = DotV2(compass_dirs[i], to_player);
|
|
if(dot > closest_dot)
|
|
{
|
|
closest_index = i;
|
|
closest_dot = dot;
|
|
}
|
|
}
|
|
assert(closest_index != -1);
|
|
Vec2 move_dir = compass_dirs[closest_index];
|
|
Vec2 move = MulV2F(move_dir, move_dist);
|
|
at_new.upper_left = AddV2(at_new.upper_left,move);
|
|
at_new.lower_right = AddV2(at_new.lower_right,move);
|
|
}
|
|
}
|
|
|
|
return aabb_center(at_new);
|
|
}
|
|
|
|
double time = 0.0;
|
|
double last_frame_processing_time = 0.0;
|
|
uint64_t last_frame_time;
|
|
Vec2 mouse_pos = {0}; // in screen space
|
|
bool keydown[SAPP_KEYCODE_MENU] = {0};
|
|
#ifdef DEVTOOLS
|
|
bool mouse_frozen = false;
|
|
#endif
|
|
void frame(void)
|
|
{
|
|
uint64_t time_start_frame = stm_now();
|
|
// time
|
|
double dt_double = 0.0;
|
|
|
|
{
|
|
dt_double = stm_sec(stm_diff(stm_now(), last_frame_time));
|
|
dt_double = min(dt_double, 5.0 / 60.0); // clamp dt at maximum 5 frames, avoid super huge dt
|
|
time += dt_double;
|
|
last_frame_time = stm_now();
|
|
}
|
|
float dt = (float)dt_double;
|
|
|
|
Vec2 movement = V2(
|
|
(float)keydown[SAPP_KEYCODE_D] - (float)keydown[SAPP_KEYCODE_A],
|
|
(float)keydown[SAPP_KEYCODE_W] - (float)keydown[SAPP_KEYCODE_S]
|
|
);
|
|
bool attack = keydown[SAPP_KEYCODE_J];
|
|
bool roll = keydown[SAPP_KEYCODE_K];
|
|
if(LenV2(movement) > 1.0)
|
|
{
|
|
movement = NormV2(movement);
|
|
}
|
|
sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
|
|
sg_apply_pipeline(state.pip);
|
|
|
|
// tilemap
|
|
#if 1
|
|
Level * cur_level = &level_level0;
|
|
|
|
for(int row = 0; row < LEVEL_TILES; row++)
|
|
{
|
|
for(int col = 0; col < LEVEL_TILES; col++)
|
|
|
|
{
|
|
TileCoord cur_coord = { col, row };
|
|
TileInstance cur = get_tile(cur_level, cur_coord);
|
|
TileSet tileset = tileset_ruins_animated;
|
|
if(cur.kind != 0)
|
|
{
|
|
Vec2 tile_size = V2(TILE_SIZE, TILE_SIZE);
|
|
|
|
sg_image tileset_image = *tileset.img;
|
|
|
|
Vec2 tile_image_coord = tile_id_to_coord(tileset_image, tile_size, cur.kind);
|
|
|
|
AnimatedTile *anim = NULL;
|
|
for(int i = 0; i < sizeof(tileset.animated)/sizeof(*tileset.animated); i++)
|
|
{
|
|
if(tileset.animated[i].id_from == cur.kind-1)
|
|
{
|
|
anim = &tileset.animated[i];
|
|
}
|
|
}
|
|
if(anim)
|
|
{
|
|
double time_per_frame = 0.1;
|
|
int frame_index = (int)(time/time_per_frame) % anim->num_frames;
|
|
tile_image_coord = tile_id_to_coord(tileset_image, tile_size, anim->frames[frame_index]+1);
|
|
}
|
|
|
|
AABB region;
|
|
region.upper_left = tile_image_coord;
|
|
region.lower_right = AddV2(region.upper_left, tile_size);
|
|
|
|
draw_quad(true, tile_quad(cur_coord), tileset_image, region, WHITE);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
assert(player != NULL);
|
|
|
|
//if(LengthV2(movement) > 0.01 && player->state == CHARACTER_)
|
|
#ifdef DEVTOOLS
|
|
dbgsquare(screen_to_world(mouse_pos));
|
|
|
|
// tile coord
|
|
{
|
|
TileCoord hovering = world_to_tilecoord(screen_to_world(mouse_pos));
|
|
Vec2 points[4] ={0};
|
|
AABB q = tile_aabb(hovering);
|
|
dbgrect(q);
|
|
draw_text(false, false, tprint("%d", get_tile(&level_level0, hovering).kind), world_to_screen(tilecoord_to_world(hovering)), BLACK);
|
|
}
|
|
|
|
// debug draw font image
|
|
{
|
|
draw_quad(true, quad_centered(V2(0.0, 0.0), V2(250.0, 250.0)), image_font,full_region(image_font), WHITE);
|
|
}
|
|
|
|
// statistics
|
|
{
|
|
Vec2 pos = V2(0.0, screen_size().Y);
|
|
char *stats = tprint("Frametime: %.1f ms\nProcessing: %.1f ms", dt*1000.0, last_frame_processing_time*1000.0);
|
|
AABB bounds = draw_text(false, true, stats, pos, BLACK);
|
|
pos.Y -= bounds.upper_left.Y - screen_size().Y;
|
|
bounds = draw_text(false, true, stats, pos, BLACK);
|
|
// background panel
|
|
colorquad(false, quad_aabb(bounds), (Color){1.0, 1.0, 1.0, 0.3f});
|
|
draw_text(false, false, stats, pos, BLACK);
|
|
}
|
|
// text test render
|
|
#if 0
|
|
const char *text = "great idea\nother idea";
|
|
// measure text
|
|
Vec2 pos = player->pos;
|
|
|
|
{
|
|
AABB bounds = draw_text(true, true, text, strlen(text), pos, WHITE);
|
|
colorbox(true, bounds.upper_left, bounds.lower_right, (Color){1.0,0.0,0.0,0.5});
|
|
}
|
|
// draw text
|
|
|
|
{
|
|
draw_text(true, false, text, strlen(text), pos, WHITE);
|
|
}
|
|
#endif
|
|
|
|
#endif // devtools
|
|
|
|
// entities
|
|
ENTITIES_ITER(entities)
|
|
{
|
|
if(it->kind == ENTITY_OLD_MAN)
|
|
{
|
|
if(it->aggressive)
|
|
{
|
|
Entity *targeting = player;
|
|
it->shotgun_timer += dt;
|
|
Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos));
|
|
if(it->shotgun_timer >= 1.0f)
|
|
{
|
|
it->shotgun_timer = 0.0f;
|
|
const float spread = (float)PI/4.0f;
|
|
// shoot shotgun
|
|
for(int i = 0; i < 3; i++)
|
|
{
|
|
Vec2 dir = to_player;
|
|
float theta = Lerp(-spread/2.0f, ((float)i / 2.0f), spread/2.0f);
|
|
dir = RotateV2(dir, theta);
|
|
Entity *new_bullet = new_entity();
|
|
new_bullet->kind = ENTITY_BULLET;
|
|
new_bullet->pos = AddV2(it->pos, MulV2F(dir, 20.0f));
|
|
new_bullet->vel = MulV2F(dir, 10.0f);
|
|
it->vel = AddV2(it->vel, MulV2F(dir, -3.0f));
|
|
}
|
|
}
|
|
|
|
Vec2 target_vel = NormV2(AddV2(rotate_counter_clockwise(to_player), MulV2F(to_player, 0.5f)));
|
|
target_vel = MulV2F(target_vel, 3.0f);
|
|
it->vel = LerpV2(it->vel, 15.0f * dt, target_vel);
|
|
it->pos = move_and_slide(it, it->pos, MulV2F(it->vel, pixels_per_meter * dt));
|
|
}
|
|
draw_animated_sprite(&old_man_idle, time, false, it->pos, WHITE);
|
|
}
|
|
else if (it->kind == ENTITY_BULLET)
|
|
{
|
|
it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt));
|
|
draw_quad(true, quad_aabb(entity_aabb(it)), image_white_square, full_region(image_white_square), WHITE);
|
|
Overlapping over = get_overlapping(cur_level, entity_aabb(it));
|
|
for(int i = 0; i < over.num_results; i++) if(over.results[i].e != it)
|
|
{
|
|
if(!over.results[i].is_tile)
|
|
{
|
|
// knockback and damage
|
|
Entity *hit = over.results[i].e;
|
|
if(hit->kind == ENTITY_OLD_MAN) hit->aggressive = true;
|
|
hit->vel = MulV2F(NormV2(SubV2(hit->pos, it->pos)), 5.0f);
|
|
hit->damage += 0.2f;
|
|
*it = (Entity){0};
|
|
}
|
|
}
|
|
if(!has_point(level_aabb, it->pos)) *it = (Entity){0};
|
|
}
|
|
else if(it->kind == ENTITY_PLAYER)
|
|
{
|
|
}
|
|
else
|
|
{
|
|
assert(false);
|
|
}
|
|
}
|
|
|
|
// player character
|
|
{
|
|
Vec2 character_sprite_pos = AddV2(player->pos, V2(0.0, 20.0f));
|
|
|
|
if(attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
|
|
{
|
|
player->state = CHARACTER_ATTACK;
|
|
player->swing_progress = 0.0;
|
|
}
|
|
|
|
// rolling
|
|
if(roll && !player->is_rolling && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
|
|
{
|
|
player->is_rolling = true;
|
|
player->roll_progress = 0.0;
|
|
player->speed = PLAYER_ROLL_SPEED;
|
|
}
|
|
if(player->state != CHARACTER_IDLE && player->state != CHARACTER_WALKING)
|
|
{
|
|
player->roll_progress = 0.0;
|
|
player->is_rolling = false;
|
|
}
|
|
if(player->is_rolling)
|
|
{
|
|
player->roll_progress += dt;
|
|
if(player->roll_progress > anim_sprite_duration(&knight_rolling))
|
|
{
|
|
player->is_rolling = false;
|
|
}
|
|
}
|
|
|
|
cam.pos = LerpV2(cam.pos, dt*8.0f, MulV2F(player->pos, -1.0f * cam.scale));
|
|
if(player->state == CHARACTER_WALKING)
|
|
{
|
|
if(player->speed <= 0.01f) player->speed = PLAYER_SPEED;
|
|
player->speed = Lerp(player->speed, dt * 3.0f, PLAYER_SPEED);
|
|
player->pos = move_and_slide(player, player->pos, MulV2F(movement, dt * pixels_per_meter * player->speed));
|
|
if(player->is_rolling)
|
|
{
|
|
draw_animated_sprite(&knight_rolling, player->roll_progress, player->facing_left, character_sprite_pos, WHITE);
|
|
}
|
|
else
|
|
{
|
|
draw_animated_sprite(&knight_running, time, player->facing_left, character_sprite_pos, WHITE);
|
|
}
|
|
|
|
if(LenV2(movement) == 0.0)
|
|
{
|
|
player->state = CHARACTER_IDLE;
|
|
}
|
|
else
|
|
{
|
|
player->facing_left = movement.X < 0.0f;
|
|
}
|
|
}
|
|
else if(player->state == CHARACTER_IDLE)
|
|
{
|
|
if(player->is_rolling)
|
|
{
|
|
draw_animated_sprite(&knight_rolling, player->roll_progress, player->facing_left, character_sprite_pos, WHITE);
|
|
}
|
|
else
|
|
{
|
|
draw_animated_sprite(&knight_idle, time, player->facing_left, character_sprite_pos, WHITE);
|
|
}
|
|
if(LenV2(movement) > 0.01) player->state = CHARACTER_WALKING;
|
|
}
|
|
else if(player->state == CHARACTER_ATTACK)
|
|
{
|
|
AABB weapon_aabb = {0};
|
|
if(player->facing_left)
|
|
{
|
|
weapon_aabb = (AABB){
|
|
.upper_left = AddV2(player->pos, V2(-40.0, 25.0)),
|
|
.lower_right = AddV2(player->pos, V2(0.0, -25.0)),
|
|
};
|
|
}
|
|
else
|
|
{
|
|
weapon_aabb = (AABB){
|
|
.upper_left = AddV2(player->pos, V2(0.0, 25.0)),
|
|
.lower_right = AddV2(player->pos, V2(40.0, -25.0)),
|
|
};
|
|
}
|
|
dbgrect(weapon_aabb);
|
|
Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
|
|
for(int i = 0; i < overlapping_weapon.num_results; i++)
|
|
{
|
|
if(!overlapping_weapon.results[i].is_tile)
|
|
{
|
|
Entity *e = overlapping_weapon.results[i].e;
|
|
if(e->kind == ENTITY_OLD_MAN)
|
|
{
|
|
e->aggressive = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
player->swing_progress += dt;
|
|
draw_animated_sprite(&knight_attack, player->swing_progress, player->facing_left, character_sprite_pos, WHITE);
|
|
if(player->swing_progress > anim_sprite_duration(&knight_attack))
|
|
{
|
|
player->state = CHARACTER_IDLE;
|
|
}
|
|
}
|
|
|
|
// health
|
|
if(player->damage >= 1.0)
|
|
{
|
|
reset_level();
|
|
}
|
|
else
|
|
{
|
|
draw_quad(false, (Quad){.ul=V2(0.0f, screen_size().Y), .ur = screen_size(), .lr = V2(screen_size().X, 0.0f)}, image_hurt_vignette, full_region(image_hurt_vignette), (Color){1.0f, 1.0f, 1.0f, player->damage});
|
|
}
|
|
}
|
|
|
|
sg_end_pass();
|
|
sg_commit();
|
|
|
|
last_frame_processing_time = stm_sec(stm_diff(stm_now(),time_start_frame));
|
|
|
|
reset(&scratch);
|
|
}
|
|
void cleanup(void)
|
|
{
|
|
sg_shutdown();
|
|
}
|
|
|
|
void event(const sapp_event *e)
|
|
{
|
|
if(e->type == SAPP_EVENTTYPE_KEY_DOWN)
|
|
{
|
|
assert(e->key_code < sizeof(keydown)/sizeof(*keydown));
|
|
keydown[e->key_code] = true;
|
|
if(e->key_code == SAPP_KEYCODE_ESCAPE)
|
|
{
|
|
sapp_quit();
|
|
}
|
|
#ifdef DEVTOOLS
|
|
if(e->key_code == SAPP_KEYCODE_T)
|
|
{
|
|
mouse_frozen = !mouse_frozen;
|
|
}
|
|
#endif
|
|
}
|
|
if(e->type == SAPP_EVENTTYPE_KEY_UP)
|
|
{
|
|
keydown[e->key_code] = false;
|
|
}
|
|
if(e->type == SAPP_EVENTTYPE_MOUSE_MOVE)
|
|
{
|
|
bool ignore_movement = false;
|
|
#ifdef DEVTOOLS
|
|
if(mouse_frozen) ignore_movement = true;
|
|
#endif
|
|
if(!ignore_movement) mouse_pos = V2(e->mouse_x, (float)sapp_height() - e->mouse_y);
|
|
}
|
|
}
|
|
|
|
sapp_desc sokol_main(int argc, char* argv[])
|
|
{
|
|
(void)argc; (void)argv;
|
|
return (sapp_desc){
|
|
.init_cb = init,
|
|
.frame_cb = frame,
|
|
.cleanup_cb = cleanup,
|
|
.event_cb = event,
|
|
.width = 800,
|
|
.height = 600,
|
|
//.gl_force_gles2 = true, not sure why this was here in example, look into
|
|
.window_title = "RPGPT",
|
|
|
|
.win32_console_attach = true,
|
|
|
|
.icon.sokol_default = true,
|
|
};
|
|
}
|