コード例 #1
0
ファイル: Asteroid.c プロジェクト: Doy-lee/Dengine
INTERNAL void addPlayer(GameWorldState *world)
{
	Entity *ship = &world->entityList[world->entityIndex++];
	ship->id     = world->entityIdCounter++;
	ship->pos    = math_rectGetCentre(world->camera);
	ship->size   = V2(25.0f, 50.0f);
	ship->hitbox = ship->size;
	ship->offset = v2_scale(ship->size, -0.5f);

	ship->numVertexPoints = 3;
	ship->vertexPoints    = memory_pushBytes(&world->entityArena,
	                                      sizeof(v2) * ship->numVertexPoints);

	v2 triangleBaseP  = V2(0, 0);
	v2 triangleTopP   = V2(ship->size.w * 0.5f, ship->size.h);
	v2 triangleRightP = V2(ship->size.w, triangleBaseP.y);

	ship->vertexPoints[0] = triangleBaseP;
	ship->vertexPoints[1] = triangleRightP;
	ship->vertexPoints[2] = triangleTopP;

	ship->scale      = 1;
	ship->type       = entitytype_ship;
	ship->renderMode = rendermode_polygon;
	ship->color      = V4(1.0f, 0.5f, 0.5f, 1.0f);
}
コード例 #2
0
ファイル: Asteroid.c プロジェクト: Doy-lee/Dengine
INTERNAL void addBullet(GameWorldState *world, Entity *shooter)
{
	Entity *bullet = &world->entityList[world->entityIndex++];
	bullet->id     = world->entityIdCounter++;

	bullet->pos        = shooter->pos;
	bullet->size       = V2(2.0f, 20.0f);
	bullet->offset     = v2_scale(bullet->size, -0.5f);
	bullet->hitbox     = bullet->size;
	bullet->rotation   = shooter->rotation;
	bullet->renderMode = rendermode_polygon;

	if (!world->bulletVertexCache)
	{
		world->bulletVertexCache =
		    MEMORY_PUSH_ARRAY(&world->entityArena, 4, v2);
		world->bulletVertexCache[0] = V2(0, bullet->size.h);
		world->bulletVertexCache[1] = V2(0, 0);
		world->bulletVertexCache[2] = V2(bullet->size.w, 0);
		world->bulletVertexCache[3] = bullet->size;
	}

	bullet->vertexPoints    = world->bulletVertexCache;
	bullet->numVertexPoints = 4;

	bullet->type  = entitytype_bullet;
	bullet->color = V4(1.0f, 1.0f, 0, 1.0f);
}
コード例 #3
0
ファイル: vector.c プロジェクト: AsherBond/MondocosmOS
/* Return a unit vector in the same direction as v, v != 0 */
v2_t v2_unit(const v2_t v) {
    double mag = v2_norm(v);

    if (mag == 0) 
        return v;
    
    return v2_scale(1.0 / mag, v);
}
コード例 #4
0
ファイル: vector.c プロジェクト: AsherBond/MondocosmOS
/* Compute the mean of a set of vectors */
v2_t v2_mean(int n, v2_t *v) {
    int i;
    v2_t mean = v2_new(0.0, 0.0);
    
    for (i = 0; i < n; i++) {
	mean = v2_add(mean, v[i]);
    }

    return v2_scale(1.0 / n, mean);
}
コード例 #5
0
ファイル: vector.c プロジェクト: AsherBond/MondocosmOS
/* Compute the centroid of an array of 2D vectors */
v2_t v2_compute_centroid(v2_t *pts, int num_pts) {
    int i;
    v2_t centroid = v2_new(0.0, 0.0);

    for (i = 0; i < num_pts; i++) {
	Vx(centroid) += Vx(pts[i]);
	Vy(centroid) += Vy(pts[i]);
    }

    return v2_scale(1.0 / ((double) num_pts), centroid);
}
コード例 #6
0
ファイル: vector.c プロジェクト: AsherBond/MondocosmOS
iv2_t iv2_compute_centroid(iv2_t *pts, int num_pts) {
    int i;
    v2_t centroid = v2_new(0.0, 0.0);
    iv2_t i_centroid;

    for (i = 0; i < num_pts; i++) {
	Vx(centroid) += (double) Vx(pts[i]);
	Vy(centroid) += (double) Vy(pts[i]);
    }

#define ROUND(x) (((x) < 0.0) ? (int) ((x) - 0.5) : (int) ((x) + 0.5))
    centroid = v2_scale(1.0 / ((double) num_pts), centroid);
    i_centroid = iv2_new((int16_t) ROUND(Vx(centroid)), 
			 (int16_t) ROUND(Vy(centroid)));
    
    return i_centroid;
}
コード例 #7
0
ファイル: Asteroid.c プロジェクト: Doy-lee/Dengine
INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
{
	GameWorldState *world =
	    GET_STATE_DATA(state, &state->persistentArena, GameWorldState);

	if (!common_isSet(world->flags, gameworldstateflags_init))
	{

#ifdef DENGINE_DEBUG
		{
			u8 *data = (u8 *)world;
			for (i32 i = 0; i < sizeof(GameWorldState); i++)
				ASSERT(data[i] == 0);
		}
#endif
		world->pixelsPerMeter = 70.0f;

		MemoryIndex entityArenaSize =
		    (MemoryIndex)((f32)memory->transientSize * 0.5f);

		u8 *arenaBase = state->transientArena.base + state->transientArena.size;
		memory_arenaInit(&world->entityArena, arenaBase, entityArenaSize);

		world->camera.min = V2(0, 0);
		world->camera.max = state->renderer.size;
		world->size       = state->renderer.size;

		world->entityListSize = 1024;
		world->entityList     = MEMORY_PUSH_ARRAY(&world->entityArena,
		                                      world->entityListSize, Entity);

		{ // Init null entity
			Entity *nullEntity = &world->entityList[world->entityIndex++];
			nullEntity->id     = world->entityIdCounter++;
		}

		{ // Init asteroid entities
			world->numAsteroids = 15;
		}

		{ // Init audio renderer
			world->numAudioRenderers = 8;
			world->audioRenderer     = MEMORY_PUSH_ARRAY(
			    &world->entityArena, world->numAudioRenderers, AudioRenderer);
		}

		{ // Global Collision Rules
			setCollisionRule(world, entitytype_ship, entitytype_asteroid_small,
			                 TRUE);
			setCollisionRule(world, entitytype_ship, entitytype_asteroid_medium,
			                 TRUE);
			setCollisionRule(world, entitytype_ship, entitytype_asteroid_large,
			                 TRUE);
			setCollisionRule(world, entitytype_bullet,
			                 entitytype_asteroid_small, TRUE);
			setCollisionRule(world, entitytype_bullet,
			                 entitytype_asteroid_medium, TRUE);
			setCollisionRule(world, entitytype_bullet,
			                 entitytype_asteroid_large, TRUE);
		}

		world->numStarP = 100;
		world->starPList =
		    MEMORY_PUSH_ARRAY(&world->entityArena, world->numStarP, v2);
		world->starMinOpacity = 0.25f;

		for (i32 i = 0; i < world->numStarP; i++)
		{
			i32 randX = rand() % (i32)world->size.x;
			i32 randY = rand() % (i32)world->size.y;

			world->starPList[i] = V2i(randX, randY);
		}

		world->flags |= gameworldstateflags_init;

		world->scoreMultiplier                = 5;
		world->scoreMultiplierBarTimer        = 0.0f;
		world->scoreMultiplierBarThresholdInS = 2.0f;
	}

	if (common_isSet(world->flags, gameworldstateflags_level_started))
	{
		Font *arial40 = asset_fontGet(&state->assetManager, "Arial", 40);

		Renderer *renderer = &state->renderer;

		/* Render scores onto screen */
		v2 stringP =
		    V2((renderer->size.w * 0.5f), renderer->size.h - arial40->size);
		char gamePointsString[COMMON_ITOA_MAX_BUFFER_32BIT] = {0};
		common_itoa(world->score, gamePointsString,
		            ARRAY_COUNT(gamePointsString));

		renderer_stringFixedCentered(renderer, &state->transientArena, arial40,
		                             gamePointsString, stringP, V2(0, 0), 0,
		                             V4(1.0f, 1.0f, 1.0f, 1.0f), 1, 0);

		/* Render multiplier accumulator bar onto screen */
		v2 stringDim = asset_fontStringDimInPixels(arial40, gamePointsString);
		v2 multiplierOutlineSize =
		    V2(renderer->size.w * 0.5f, stringDim.h * 0.25f);

		v2 multiplierOutlineP = V2(renderer->size.w * 0.5f, stringP.h);
		multiplierOutlineP.x -= (multiplierOutlineSize.w * 0.5f);
		multiplierOutlineP.y -= stringDim.h * 1.5f;

		renderer_rectFixedOutline(
		    renderer, multiplierOutlineP, multiplierOutlineSize, V2(0, 0), 2, 0,
		    NULL, V4(0.2f, 0.3f, 0.8f, 1.0f), 2, renderflag_no_texture);

		f32 progressNormalised = world->scoreMultiplierBarTimer /
		                         world->scoreMultiplierBarThresholdInS;
		renderer_rectFixed(renderer, multiplierOutlineP,
		                   V2(multiplierOutlineSize.w * progressNormalised,
		                      multiplierOutlineSize.h),
		                   V2(0, 0), 0, NULL, V4(0.2f, 0.3f, 0.8f, 1.0f), 1,
		                   renderflag_no_texture);

		/* Render multiplier counter hud onto screen */
		v2 multiplierHudP    = V2(0, 0.05f * renderer->size.h);
		v2 multiplierHudSize =
		    V2((arial40->maxSize.w * 3.5f), arial40->fontHeight * 1.2f);

		renderer_rectFixed(renderer, multiplierHudP, multiplierHudSize,
		                   V2(0, 0), 0, NULL, V4(1, 1, 1, 0.1f), 2,
		                   renderflag_no_texture);

		/* Render multiplier counter string to hud */
		char multiplierToString[COMMON_ITOA_MAX_BUFFER_32BIT + 1] = {0};
		common_itoa(world->scoreMultiplier, multiplierToString + 1,
		            ARRAY_COUNT(multiplierToString) - 1);
		multiplierToString[0] = 'x';

		v2 multiplierToStringP = multiplierHudP;
		multiplierToStringP =
		    v2_add(multiplierToStringP, v2_scale(multiplierHudSize, 0.5f));

		renderer_stringFixedCentered(
		    renderer, &state->transientArena, arial40, multiplierToString,
		    multiplierToStringP, V2(0, 0), 0, V4(1.0f, 1.0f, 1.0f, 1.0f), 3, 0);

		/* Process multiplier bar updates */
		if (!common_isSet(world->flags, gameworldstateflags_player_lost))
		{
			f32 barTimerPenalty = 1.0f;
			if (world->timeSinceLastShot < 1.5f)
			{
				barTimerPenalty = 0.1f;
			}

			world->scoreMultiplierBarTimer += (barTimerPenalty * dt);
			world->timeSinceLastShot += dt;

			if (world->scoreMultiplierBarTimer >
			    world->scoreMultiplierBarThresholdInS)
			{
				world->scoreMultiplierBarTimer = 0;
				world->scoreMultiplier++;

				if (world->scoreMultiplier > 9999)
					world->scoreMultiplier = 9999;
			}
		}
	}

	if (common_isSet(world->flags, gameworldstateflags_player_lost))
	{
		Font *arial40 = asset_fontGet(&state->assetManager, "Arial", 40);

		char *gameOver = "Game Over";
		v2 gameOverP = v2_scale(state->renderer.size, 0.5f);
		renderer_stringFixedCentered(
		    &state->renderer, &state->transientArena, arial40, "Game Over",
		    gameOverP, V2(0, 0), 0, V4(1, 1, 1, 1), 0, 0);

		v2 gameOverSize = asset_fontStringDimInPixels(arial40, gameOver);
		v2 replayP = V2(gameOverP.x, gameOverP.y - (gameOverSize.h * 1.2f));

		renderer_stringFixedCentered(
		    &state->renderer, &state->transientArena, arial40,
		    "Press enter to play again or backspace to return to menu", replayP,
		    V2(0, 0), 0, V4(1, 1, 1, 1), 0, 0);

		if (platform_queryKey(&state->input.keys[keycode_enter],
		                      readkeytype_one_shot, 0.0f))
		{
			// TODO(doyle): Extract score init default values to some game
			// definitions file
			world->score                          = 0;
			world->scoreMultiplier                = 5;
			world->scoreMultiplierBarTimer        = 0.0f;
			world->scoreMultiplierBarThresholdInS = 2.0f;

			addPlayer(world);

			world->flags ^= gameworldstateflags_player_lost;
		}
		else if (platform_queryKey(&state->input.keys[keycode_backspace],
		                           readkeytype_one_shot, 0.0f))
		{
			common_memset((u8 *)world, 0, sizeof(*world));
			state->currState = appstate_StartMenuState;
			return;
		}
	}

	for (u32 i = world->asteroidCounter; i < world->numAsteroids; i++)
		addAsteroid(world, (rand() % asteroidsize_count));

	Radians starRotation   = DEGREES_TO_RADIANS(45.0f);
	v2 starSize            = V2(2, 2);

	ASSERT(world->starMinOpacity >= 0.0f && world->starMinOpacity <= 1.0f);
	f32 opacityFadeRateInS = 0.5f;
	if (world->starFadeAway)
	{
		opacityFadeRateInS *= -1.0f;
	}

	if (world->starOpacity > 1.0f)
	{
		world->starOpacity = 1.0f;
		world->starFadeAway = TRUE;
	}
	else if (world->starOpacity < world->starMinOpacity)
	{
		world->starOpacity = world->starMinOpacity;
		world->starFadeAway = FALSE;
	}

	world->starOpacity += (opacityFadeRateInS * dt);
	DEBUG_PUSH_VAR("Star Opacity: %5.2f", world->starOpacity, "f32");

	for (i32 i = 0; i < world->numStarP; i++)
	{
		world->starPList[i] = v2_add(world->starPList[i], V2(4.0f * dt, 0));
		world->starPList[i] = wrapPAroundBounds(
		    world->starPList[i], math_rectCreate(V2(0, 0), world->size));

		renderer_rect(&state->renderer, world->camera, world->starPList[i],
		              starSize, V2(0, 0), starRotation, NULL,
		              V4(0.8f, 0.8f, 0.8f, world->starOpacity), 0,
		              renderflag_no_texture | renderflag_wireframe);
	}

#ifdef DENGINE_DEBUG
	if (platform_queryKey(&state->input.keys[keycode_left_square_bracket],
	                      readkeytype_repeat, 0.2f))
	{
		addAsteroid(world, (rand() % asteroidsize_count));
	}
#endif

	ASSERT(world->entityList[0].id == NULL_ENTITY_ID);
	for (i32 i = 1; i < world->entityIndex; i++)
	{
		Entity *entity = &world->entityList[i];
		ASSERT(entity->type != entitytype_invalid);

		v2 pivotPoint    = {0};
		f32 ddPSpeedInMs = 0;
		v2 ddP           = {0};
		if (entity->type == entitytype_ship)
		{
			if (platform_queryKey(&state->input.keys[keycode_up],
			                      readkeytype_repeat, 0.0f))
			{
				// TODO(doyle): Renderer creates upfacing triangles by default,
				// but we need to offset rotation so that our base "0 degrees"
				// is right facing for trig to work
				Radians rotation =
				    DEGREES_TO_RADIANS((entity->rotation + 90.0f));
				v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
				ddP          = direction;

				AudioVorbis *thrust =
				    asset_vorbisGet(&state->assetManager, "thrust");
				AudioRenderer *audioRenderer =
				    getFreeAudioRenderer(world, thrust, 3);
				if (audioRenderer)
				{
					audio_vorbisPlay(&state->transientArena,
					                 &state->audioManager, audioRenderer,
					                 thrust, 1);
				}
			}

			if (platform_queryKey(&state->input.keys[keycode_space],
			                      readkeytype_one_shot, KEY_DELAY_NONE))
			{
				addBullet(world, entity);

				if (world->timeSinceLastShot >= 0)
				{
					world->timeSinceLastShot = 0;

					f32 multiplierPenalty    = -2.0f;
					world->timeSinceLastShot += multiplierPenalty;
				}

				AudioVorbis *fire =
				    asset_vorbisGet(&state->assetManager, "fire");
				AudioRenderer *audioRenderer =
				    getFreeAudioRenderer(world, fire, 2);
				if (audioRenderer)
				{
					// TODO(doyle): Atm transient arena is not used, this is
					// just to fill out the arguments
					audio_vorbisPlay(&state->transientArena,
					                 &state->audioManager, audioRenderer, fire,
					                 1);
				}
			}

			Degrees rotationsPerSecond = 180.0f;
			if (platform_queryKey(&state->input.keys[keycode_left],
			                      readkeytype_repeat, 0.0f))
			{
				entity->rotation += (rotationsPerSecond)*dt;
			}

			if (platform_queryKey(&state->input.keys[keycode_right],
			                      readkeytype_repeat, 0.0f))
			{
				entity->rotation -= (rotationsPerSecond)*dt;
			}
			entity->rotation = (f32)((i32)entity->rotation);

			ddPSpeedInMs = 25;
			DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2");
			DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2");
			DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32");

			DEBUG_PUSH_VAR("TimeSinceLastShot: %5.2f", world->timeSinceLastShot,
			               "f32");

			renderer_rect(&state->renderer, world->camera, entity->pos,
			              V2(5, 5), V2(0, 0),
			              DEGREES_TO_RADIANS(entity->rotation), NULL,
			              V4(1.0f, 1.0f, 1.0f, 1.0f), 0, renderflag_no_texture);
		}
		else if (entity->type >= entitytype_asteroid_small &&
		         entity->type <= entitytype_asteroid_large)
		{

			i32 randValue = rand();

			// NOTE(doyle): If it is a new asteroid with no dp set, we need to
			// set a initial dp for it to move from.
			v2 localDp = {0};
			if ((i32)entity->dP.x == 0 && (i32)entity->dP.y == 0)
			{
				enum Direction direction = randValue % direction_count;
				switch (direction)
				{
				case direction_north:
				case direction_northwest:
				{
					localDp.x = 1.0f;
					localDp.y = 1.0f;
				}
				break;

				case direction_west:
				case direction_southwest:
				{
					localDp.x = -1.0f;
					localDp.y = -1.0f;
				}
				break;

				case direction_south:
				case direction_southeast:
				{
					localDp.x = 1.0f;
					localDp.y = -1.0f;
				}
				break;

				case direction_east:
				case direction_northeast:
				{
					localDp.x = 1.0f;
					localDp.y = 1.0f;
				}
				break;

				default:
				{
					ASSERT(INVALID_CODE_PATH);
				}
				break;
				}
			}
			// NOTE(doyle): Otherwise, if it has pre-existing dp, maintain our
			// direction by extrapolating from it's current dp
			else
			{
				if (entity->dP.x >= 0)
					localDp.x = 1.0f;
				else
					localDp.x = -1.0f;

				if (entity->dP.y >= 0)
					localDp.y = 1.0f;
				else
					localDp.y = -1.0f;
			}

			/*
			   NOTE(doyle): We compare current dP with the calculated dP. In the
			   event we want to artificially boost the asteroid, we set a higher
			   dP on creation, which will have a higher dP than the default dP
			   we calculate. So here we choose to keep it until it decays enough
			   that the default dP of the asteroid is accepted.
			 */
			v2 newDp     = v2_scale(localDp, world->pixelsPerMeter * 1.5f);
			f32 newDpSum = ABS(newDp.x) + ABS(newDp.y);
			f32 oldDpSum = ABS(entity->dP.x) + ABS(entity->dP.y);

			if (newDpSum > oldDpSum)
			{
				entity->dP = newDp;
			}
		}
		else if (entity->type == entitytype_bullet)
		{
			if (!math_rectContainsP(world->camera, entity->pos))
			{
				deleteEntity(world, i--);
				continue;
			}

			Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f));
			v2 localDp       = V2(math_cosf(rotation), math_sinf(rotation));
			entity->dP       = v2_scale(localDp, world->pixelsPerMeter * 5);
		}
		else if (entity->type == entitytype_particle)
		{
			f32 diff = entity->color.a - 0.1f;
			if (diff < 0.01f)
			{
				deleteEntity(world, i--);
				continue;
			}

			f32 divisor =
			    MAX(entity->particleInitDp.x, entity->particleInitDp.y);
			f32 maxDp = MAX(entity->dP.x, entity->dP.y);

			entity->color.a = maxDp / divisor;
		}

		entity->pos = wrapPAroundBounds(entity->pos,
		                                math_rectCreate(V2(0, 0), world->size));

		/* Loop entity around world */
		i32 collisionIndex = moveEntity(world, &state->transientArena, entity,
		                                i, ddP, dt, ddPSpeedInMs);

		v4 collideColor = {0};
		if (collisionIndex != -1)
		{
			ASSERT(collisionIndex < world->entityIndex);

			Entity *collideEntity = &world->entityList[collisionIndex];

			Entity *colliderA;
			Entity *colliderB;

			if (collideEntity->type < entity->type)
			{
				colliderA = collideEntity;
				colliderB = entity;
			}
			else
			{
				colliderA = entity;
				colliderB = collideEntity;
			}

			// Assumptions made that the collision detect system relies on
			ASSERT(entitytype_ship            < entitytype_asteroid_small);
			ASSERT(entitytype_asteroid_small  < entitytype_asteroid_medium);
			ASSERT(entitytype_asteroid_medium < entitytype_asteroid_large);
			ASSERT(entitytype_asteroid_large  < entitytype_bullet);
			ASSERT(entitytype_asteroid_small + 1 == entitytype_asteroid_medium);
			ASSERT(entitytype_asteroid_medium + 1 == entitytype_asteroid_large);

			if (colliderA->type >= entitytype_asteroid_small &&
			    colliderA->type <= entitytype_asteroid_large)
			{
				f32 numParticles = 4;
				if (colliderA->type == entitytype_asteroid_medium)
				{
					AsteroidSpec spec = {0};
					spec.pos          = colliderA->pos;
					spec.dP           = v2_scale(colliderA->dP, -2.0f);
					addAsteroidWithSpec(world, asteroidsize_small, &spec);

					numParticles = 8;
					world->score += (10 * world->scoreMultiplier);
				}
				else if (colliderA->type == entitytype_asteroid_large)
				{
					AsteroidSpec spec = {0};
					spec.pos          = colliderA->pos;
					spec.dP           = v2_scale(colliderA->dP, -4.0f);
					addAsteroidWithSpec(world, asteroidsize_medium, &spec);

					spec.dP = v2_perpendicular(spec.dP);
					addAsteroidWithSpec(world, asteroidsize_small, &spec);

					spec.dP = v2_perpendicular(colliderA->dP);
					addAsteroidWithSpec(world, asteroidsize_small, &spec);

					numParticles = 16;
					world->score += (20 * world->scoreMultiplier);
				}
				else
				{
					world->score += (5 * world->scoreMultiplier);
				}

				for (i32 i = 0; i < numParticles; i++)
				{
					{ // Add particles
						Entity *particle =
						    &world->entityList[world->entityIndex++];
						particle->id = world->entityIdCounter++;

						particle->pos  = colliderA->pos;
						particle->size = V2(4.0f, 4.0f);

						i32 randValue = rand();
						Radians rotation =
						    DEGREES_TO_RADIANS((randValue % 360));
						v2 randDirectionVec =
						    V2(math_cosf(rotation), math_sinf(rotation));

						i32 particleDpLimit = 8;
						f32 randDpMultiplier =
						    (f32)(randValue % particleDpLimit) + 1;

						v2 newDp = v2_scale(colliderA->dP, randDpMultiplier);
						newDp    = v2_hadamard(newDp, randDirectionVec);

						particle->dP             = newDp;
						particle->particleInitDp = newDp;

						particle->offset     = v2_scale(particle->size, -0.5f);
						particle->hitbox     = particle->size;
						particle->rotation   = 0;
						particle->renderMode = rendermode_polygon;

						if (!world->particleVertexCache)
						{
							world->particleVertexCache =
							    MEMORY_PUSH_ARRAY(&world->entityArena, 4, v2);
							world->particleVertexCache[0] =
							    V2(0, particle->size.h);
							world->particleVertexCache[1] = V2(0, 0);
							world->particleVertexCache[2] =
							    V2(particle->size.w, 0);
							world->particleVertexCache[3] = particle->size;
						}

						particle->vertexPoints    = world->particleVertexCache;
						particle->numVertexPoints = 4;

						particle->type  = entitytype_particle;
						particle->color = V4(1.0f, 0.0f, 0, 1.0f);
					}
				}

				ASSERT(colliderB->type == entitytype_bullet);

				deleteEntity(world, collisionIndex);
				deleteEntity(world, i--);
				world->asteroidCounter--;

				ASSERT(world->asteroidCounter >= 0);

				char *sound;
				i32 choice = rand() % 3;
				if (choice == 0)
				{
					sound = "bang_small";
				}
				else if (choice == 1)
				{
					sound = "bang_medium";
				}
				else
				{
					sound = "bang_large";
				}

				AudioVorbis *explode =
				    asset_vorbisGet(&state->assetManager, sound);
				AudioRenderer *audioRenderer =
				    getFreeAudioRenderer(world, explode, 3);
				if (audioRenderer)
				{
					audio_vorbisPlay(&state->transientArena,
					                 &state->audioManager, audioRenderer,
					                 explode, 1);
				}

				continue;
			}
			else if (colliderA->type == entitytype_ship)
			{
				if (colliderB->type >= entitytype_asteroid_small &&
				    colliderB->type <= entitytype_asteroid_large)
				{
					world->flags |= gameworldstateflags_player_lost;

					if (collideEntity->type == entitytype_ship)
					{
						deleteEntity(world, collisionIndex);
					}
					else
					{
						deleteEntity(world, i--);
					}

					AudioVorbis *explode =
					    asset_vorbisGet(&state->assetManager, "bang_large");
					AudioRenderer *audioRenderer =
					    getFreeAudioRenderer(world, explode, 3);
					if (audioRenderer)
					{
						audio_vorbisPlay(&state->transientArena,
						                 &state->audioManager, audioRenderer,
						                 explode, 1);
					}

					continue;
				}
			}
		}

		RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
		renderer_entity(&state->renderer, &state->transientArena, world->camera,
		                entity, V2(0, 0), 0, collideColor, 0, flags);
	}

	for (i32 i = 0; i < world->numAudioRenderers; i++)
	{
		AudioRenderer *audioRenderer = &world->audioRenderer[i];
		audio_updateAndPlay(&state->transientArena, &state->audioManager,
		                    audioRenderer);
	}
}
コード例 #8
0
ファイル: Asteroid.c プロジェクト: Doy-lee/Dengine
INTERNAL void addAsteroidWithSpec(GameWorldState *world,
                                  enum AsteroidSize asteroidSize,
                                  AsteroidSpec *spec)
{
	world->asteroidCounter++;

	enum EntityType type;
	v2 size;
	v2 **vertexCache = NULL;

	if (asteroidSize == asteroidsize_small)
	{
		size        = V2i(25, 25);
		type        = entitytype_asteroid_small;
		vertexCache = world->asteroidSmallVertexCache;
	}
	else if (asteroidSize == asteroidsize_medium)
	{
		size        = V2i(50, 50);
		type        = entitytype_asteroid_medium;
		vertexCache = world->asteroidMediumVertexCache;
	}
	else if (asteroidSize == asteroidsize_large)
	{
		type        = entitytype_asteroid_large;
		size        = V2i(100, 100);
		vertexCache = world->asteroidLargeVertexCache;
	}
	else
	{
		ASSERT(INVALID_CODE_PATH);
	}

	Entity *asteroid = &world->entityList[world->entityIndex++];
	asteroid->id     = world->entityIdCounter++;

	i32 randValue = rand();
	if (!spec)
	{
		i32 randX = (randValue % (i32)world->size.w);
		i32 randY = (randValue % (i32)world->size.h);

		v2 midpoint = v2_scale(world->size, 0.5f);

		Rect topLeftQuadrant = {V2(0, midpoint.y),
		                        V2(midpoint.x, world->size.y)};
		Rect botLeftQuadrant  = {V2(0, 0), midpoint};
		Rect topRightQuadrant = {midpoint, world->size};
		Rect botRightQuadrant = {V2(midpoint.x, 0),
		                         V2(world->size.x, midpoint.y)};

		// NOTE(doyle): Off-screen so asteroids "float" into view. There's no
		// particular order, just pushing things offscreen when they get
		// generated
		// to float back into game space
		v2 newP = V2i(randX, randY);
		if (math_rectContainsP(topLeftQuadrant, newP))
		{
			newP.y += midpoint.y;
		}
		else if (math_rectContainsP(botLeftQuadrant, newP))
		{
			newP.x -= midpoint.x;
		}
		else if (math_rectContainsP(topRightQuadrant, newP))
		{
			newP.y -= midpoint.y;
		}
		else if (math_rectContainsP(botRightQuadrant, newP))
		{
			newP.x += midpoint.x;
		}
		else
		{
			ASSERT(INVALID_CODE_PATH);
		}
		asteroid->pos = newP;
	}
	else
	{
		asteroid->pos = spec->pos;
		asteroid->dP  = spec->dP;
	}

	asteroid->size            = size;
	asteroid->hitbox          = asteroid->size;
	asteroid->offset          = v2_scale(asteroid->size, -0.5f);
	asteroid->type            = type;
	asteroid->renderMode      = rendermode_polygon;
	asteroid->numVertexPoints = 10;

	i32 cacheIndex = randValue % ARRAY_COUNT(world->asteroidSmallVertexCache);
	ASSERT(ARRAY_COUNT(world->asteroidSmallVertexCache) ==
	       ARRAY_COUNT(world->asteroidMediumVertexCache));
	ASSERT(ARRAY_COUNT(world->asteroidSmallVertexCache) ==
	       ARRAY_COUNT(world->asteroidLargeVertexCache));

	if (!vertexCache[cacheIndex])
	{
		vertexCache[cacheIndex] = createAsteroidVertexList(
		    &world->entityArena, asteroid->numVertexPoints,
		    (i32)(asteroid->size.w * 0.5f));
	}

	asteroid->vertexPoints = vertexCache[cacheIndex];
	asteroid->color        = V4(1.0f, 1.0f, 1.0f, 1.0f);
}
コード例 #9
0
ファイル: Asteroid.c プロジェクト: Doy-lee/Dengine
INTERNAL u32 moveEntity(GameWorldState *world, MemoryArena_ *transientArena,
                        Entity *entity, i32 entityIndex, v2 ddP, f32 dt,
                        f32 ddPSpeed)
{
	ASSERT(ABS(ddP.x) <= 1.0f && ABS(ddP.y) <= 1.0f);
	/*
	    Assuming acceleration A over t time, then integrate twice to get

	    newVelocity = a*t + oldVelocity
	    newPos = (a*t^2)/2 + oldVelocity*t + oldPos
	*/

	if (ddP.x > 0.0f && ddP.y > 0.0f)
	{
		// NOTE(doyle): Cheese it and pre-compute the vector for
		// diagonal using pythagoras theorem on a unit triangle 1^2
		// + 1^2 = c^2
		ddP = v2_scale(ddP, 0.70710678118f);
	}

	ddP           = v2_scale(ddP, world->pixelsPerMeter * ddPSpeed);
	v2 oldDp      = entity->dP;
	v2 resistance = v2_scale(oldDp, 2.0f);
	ddP           = v2_sub(ddP, resistance);

	v2 newDp = v2_add(v2_scale(ddP, dt), oldDp);

	v2 ddPHalf          = v2_scale(ddP, 0.5f);
	v2 ddPHalfDtSquared = v2_scale(ddPHalf, (SQUARED(dt)));
	v2 oldDpDt          = v2_scale(oldDp, dt);
	v2 oldPos           = entity->pos;

	v2 newPos = v2_add(v2_add(ddPHalfDtSquared, oldDpDt), oldPos);

	i32 collisionIndex = -1;
	// TODO(doyle): Collision for rects, (need to create vertex list for it)
	for (i32 i = 1; i < world->entityIndex; i++)
	{
		if (i == entityIndex) continue;

		Entity *checkEntity = &world->entityList[i];
		ASSERT(checkEntity->id != entity->id);

		if (world->collisionTable[entity->type][checkEntity->type])
		{
			ASSERT(entity->vertexPoints);
			ASSERT(checkEntity->vertexPoints);

			/* Create entity edge lists */
			v2 *entityVertexListOffsetToP =
			    entity_generateUpdatedVertexList(transientArena, entity);

			v2 *checkEntityVertexListOffsetToP =
			    entity_generateUpdatedVertexList(transientArena, checkEntity);

			v2 *entityEdgeList =
			    createNormalEdgeList(transientArena, entityVertexListOffsetToP,
			                         entity->numVertexPoints);

			v2 *checkEntityEdgeList = createNormalEdgeList(
			    transientArena, checkEntityVertexListOffsetToP,
			    checkEntity->numVertexPoints);

			/* Combine both edge lists into one */
			i32 totalNumEdges =
			    checkEntity->numVertexPoints + entity->numVertexPoints;
			v2 *edgeList =
			    memory_pushBytes(transientArena, totalNumEdges * sizeof(v2));
			for (i32 i = 0; i < entity->numVertexPoints; i++)
			{
				edgeList[i] = entityEdgeList[i];
			}

			for (i32 i = 0; i < checkEntity->numVertexPoints; i++)
			{
				edgeList[i + entity->numVertexPoints] = checkEntityEdgeList[i];
			}

			if (checkEdgeProjectionOverlap(
			        entityVertexListOffsetToP, entity->numVertexPoints,
			        checkEntityVertexListOffsetToP,
			        checkEntity->numVertexPoints, edgeList, totalNumEdges))
			{
				collisionIndex = i;
			}
		}

		if (collisionIndex != -1) break;
	}

	entity->dP  = newDp;
	entity->pos = newPos;

	return collisionIndex;
}
コード例 #10
0
ファイル: Asteroid.c プロジェクト: Doy-lee/Dengine
			               common_stringLen(resString));
		}

		if (resIndex == -1) ASSERT(INVALID_CODE_PATH);

		menuState->init                  = TRUE;
		menuState->numResStrings         = resolutionArray->index;
		menuState->resStringDisplayIndex = resIndex;
	}

	Font *arial15 = asset_fontGetOrCreateOnDemand(
	    assetManager, &state->persistentArena, transientArena, "Arial", 15);
	Font *arial40 = asset_fontGetOrCreateOnDemand(
	    assetManager, &state->persistentArena, transientArena, "Arial", 40);

	v2 screenCenter = v2_scale(renderer->size, 0.5f);

	ui_beginState(uiState);
	if (menuState->optionsShow)
	{
		if (platform_queryKey(&inputBuffer->keys[keycode_o],
		                      readkeytype_one_shot, KEY_DELAY_NONE) ||
		    platform_queryKey(&inputBuffer->keys[keycode_backspace],
		                      readkeytype_one_shot, KEY_DELAY_NONE))
		{
			menuState->optionsShow = FALSE;
		}
		else
		{

			if (platform_queryKey(&inputBuffer->keys[keycode_enter],