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feat: day 31

master
Ledda 7 小時之前
父節點
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2a1b24af1f
共有 3 個文件被更改,包括 281 次插入49 次删除
  1. +224
    -46
      src/handmade.cpp
  2. +45
    -0
      src/handmade.h
  3. +12
    -3
      src/win32_handmade.cpp

+ 224
- 46
src/handmade.cpp 查看文件

@@ -2,14 +2,23 @@

#define PI32 3.141592653589f

internal int32 roundReal32ToUInt32(real32 realNum) {
inline int32 roundReal32ToUInt32(real32 realNum) {
return (uint32)(realNum + 0.5f);
}

internal int32 roundReal32ToInt32(real32 realNum) {
inline int32 roundReal32ToInt32(real32 realNum) {
return (int32)(realNum + 0.5f);
}

#include "math.h"
inline int32 floorReal32ToInt32(real32 realNum) {
return (int32)floorf(realNum);
}

inline int32 truncateReal32ToInt32(real32 realNum) {
return (int32)realNum;
}

internal void drawRectangle(GameOffscreenBuffer *buffer, real32 realMinX, real32 realMinY, real32 realMaxX, real32 realMaxY, real32 R, real32 G, real32 B) {
int32 minX = roundReal32ToInt32(realMinX);
int32 minY = roundReal32ToInt32(realMinY);
@@ -57,6 +66,76 @@ internal void outputSound(GameSoundOutputBuffer *soundBuffer, GameState *state)
}
}

inline uint32 getTileValueUnchecked(World *world, TileMap *tileMap, int32 testTileX, int32 testTileY) {
Assert(tileMap);
Assert(
(testTileX >= 0) && (testTileX < world->tileCountX) &&
(testTileY >= 0) && (testTileY < world->tileCountY)
);
return tileMap->tiles[testTileY * world->tileCountX + testTileX];
}

inline TileMap *getTileMap(World *world, int32 tileMapX, int32 tileMapY) {
TileMap *tileMap = NULL;

if ((tileMapX >= 0) && (tileMapX < world->tileMapCountX) &&
(tileMapY >= 0) && (tileMapY < world->tileMapCountY)
) {
tileMap = &world->tileMaps[tileMapY * world->tileMapCountX + tileMapX];
}

return tileMap;
}

inline CanonicalPosition getCanonicalPosition(World* world, RawPosition pos) {
CanonicalPosition result = {};

result.tileMapX = pos.tileMapX;
result.tileMapY = pos.tileMapY;

real32 x = pos.x - world->upperLeftX;
real32 y = pos.y - world->upperLeftY;

result.tileX = floorReal32ToInt32(x / world->tileWidth);
result.tileY = floorReal32ToInt32(y / world->tileHeight);

result.x = pos.x - result.tileX*world->tileWidth;
result.y = pos.y - result.tileY*world->tileHeight;

if (result.tileX < 0) {
result.tileX += world->tileCountX;
result.tileMapX -= 1;
}

if (result.tileY < 0) {
result.tileY += world->tileCountY;
result.tileMapY -= 1;
}

if (result.tileX >= world->tileCountX) {
result.tileX -= world->tileCountX;
result.tileMapX += 1;
}

if (result.tileY >= world->tileCountY) {
result.tileY -= world->tileCountY;
result.tileMapY += 1;
}

return result;
}

internal bool32 isWorldPointEmpty(World *world, RawPosition testPos) {
bool32 isEmpty = false;

CanonicalPosition canPos = getCanonicalPosition(world, testPos);
TileMap *tileMap = getTileMap(world, canPos.tileMapX, canPos.tileMapY);

isEmpty = (getTileValueUnchecked(world, tileMap, canPos.tileX, canPos.tileY) == 0);

return isEmpty;
}

extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
Assert(sizeof(GameState) <= memory->permanentStorageSize);

@@ -64,10 +143,97 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {

if (!memory->isInitialised) {
memory->isInitialised = true;
state->playerX = 20.0f;
state->playerY = 20.0f;
state->playerX = 150.0f;
state->playerY = 150.0f;
state->tileMapX = 0;
state->tileMapY = 0;
}

const int TILEMAP_WIDTH = 16;
const int TILEMAP_HEIGHT = 9;

const int WORLD_WIDTH = 2;
const int WORLD_HEIGHT = 2;

uint32 tiles00[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1},
};

uint32 tiles01[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
{1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};

uint32 tiles10[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1},
};

uint32 tiles11[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
{1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};

World world = {};
world.tileCountX = TILEMAP_WIDTH;
world.tileCountY = TILEMAP_HEIGHT;
world.tileMapCountX = WORLD_WIDTH;
world.tileMapCountY = WORLD_HEIGHT;
world.upperLeftX = 0;
world.upperLeftY = 0;
world.tileWidth = 60;
world.tileHeight = 60;

TileMap maps[WORLD_HEIGHT][WORLD_WIDTH];
maps[0][0].tiles = (uint32*)tiles00;

maps[1][0] = maps[0][0];
maps[1][0].tiles = (uint32*)tiles01;

maps[0][1] = maps[0][0];
maps[0][1].tiles = (uint32*)tiles10;

maps[1][1] = maps[0][0];
maps[1][1].tiles = (uint32*)tiles11;

world.tileMaps = (TileMap*)maps;

// player
real32 playerR = 1.0f;
real32 playerG = 1.0f;
real32 playerB = 0.5f;
real32 playerWidth = 50.0f;
real32 playerHeight = 70.0f;

for (int controllerIndex = 0; controllerIndex < ArrayCount(input->controllers); controllerIndex++) {
GameControllerInput *controller = &input->controllers[controllerIndex];

@@ -75,67 +241,79 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
real32 dPlayerY = 0.0f;

if (controller->stickUp.endedDown) {
dPlayerY = -128.0f;
dPlayerY = -1.0f;
}
if (controller->stickDown.endedDown) {
dPlayerY = 128.0f;
dPlayerY = 1.0f;
}
if (controller->stickLeft.endedDown) {
dPlayerX = -128.0f;
dPlayerX = -1.0f;
}
if (controller->stickRight.endedDown) {
dPlayerX = 128.0f;
dPlayerX = 1.0f;
}

state->playerX += dPlayerX * input->dtForFrame;
state->playerY += dPlayerY * input->dtForFrame;
}
dPlayerX *= 96.0f;
dPlayerY *= 96.0f;

const int TILEMAP_WIDTH = 16;
const int TILEMAP_HEIGHT = 9;
real32 upperLeftX = 0;
real32 upperLeftY = 0;
real32 tileWidth = 60;
real32 tileHeight = 60;
real32 newPlayerX = state->playerX + dPlayerX * input->dtForFrame;
real32 newPlayerY = state->playerY + dPlayerY * input->dtForFrame;

uint32 tileMap[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};
RawPosition playerPos = {
state->tileMapX,
state->tileMapY,
newPlayerX,
newPlayerY,
};

RawPosition playerBottomLeft = playerPos;
playerBottomLeft.x -= 0.5f * playerWidth;

RawPosition playerTopLeft = playerPos;
playerTopLeft.x -= 0.5f * playerWidth;
playerTopLeft.y -= playerWidth;

RawPosition playerBottomRight = playerPos;
playerBottomRight.x += 0.5f * playerWidth;

RawPosition playerTopRight = playerPos;
playerTopRight.x += 0.5f * playerWidth;
playerTopRight.y -= playerWidth;

if (
isWorldPointEmpty(&world, playerTopLeft) &&
isWorldPointEmpty(&world, playerTopRight) &&
isWorldPointEmpty(&world, playerBottomLeft) &&
isWorldPointEmpty(&world, playerBottomRight)
) {
CanonicalPosition canPos = getCanonicalPosition(&world, playerPos);

state->tileMapX = canPos.tileMapX;
state->tileMapY = canPos.tileMapY;

state->playerX = world.upperLeftX + world.tileWidth*canPos.tileX + canPos.x;
state->playerY = world.upperLeftY + world.tileHeight*canPos.tileY + canPos.y;
}
}

// clearscreen
drawRectangle(videoBuf, 0.0f, 0.0f, (real32)videoBuf->width, (real32)videoBuf->height, 1.0f, 0.0f, 1.0f);

// tilemap
for (int row = 0; row < TILEMAP_HEIGHT; row++) {
for (int col = 0; col < TILEMAP_WIDTH; col++) {
uint32 tileID = tileMap[row][col];
real32 fill = tileID == 1 ? 1.0f : 0.5f;
real32 minX = upperLeftX + ((real32)col)*tileWidth;
real32 minY = upperLeftY + ((real32)row)*tileHeight;
real32 maxX = minX + tileWidth;
real32 maxY = minY + tileHeight;
TileMap *currMap = getTileMap(&world, state->tileMapX, state->tileMapY);
for (int row = 0; row < world.tileCountY; row++) {
for (int col = 0; col < world.tileCountX; col++) {
real32 fill = getTileValueUnchecked(&world, currMap, col, row) == 1 ? 1.0f : 0.5f;
real32 minX = world.upperLeftX + ((real32)col)*world.tileWidth;
real32 minY = world.upperLeftY + ((real32)row)*world.tileHeight;
real32 maxX = minX + world.tileWidth;
real32 maxY = minY + world.tileHeight;
drawRectangle(videoBuf, minX, minY, maxX, maxY, fill, fill, fill);
}
}

// player
real32 playerR = 1.0f;
real32 playerG = 0.5f;
real32 playerB = 0.0f;
real32 playerWidth = 25.0f;
real32 playerHeight = 40.0f;
real32 playerLeft = state->playerX - 0.5f * playerWidth;
real32 playerTop = state->playerY - 0.5f * playerHeight;

drawRectangle(videoBuf, playerLeft, playerTop, state->playerX + playerWidth, state->playerY + playerHeight, playerR, playerG, playerB);
real32 playerTop = state->playerY - playerHeight;
drawRectangle(videoBuf, playerLeft, playerTop, state->playerX + playerWidth*0.5f, state->playerY, playerR, playerG, playerB);
}

extern "C" GAME_GET_SOUND_SAMPLES(gameGetSoundSamples) {


+ 45
- 0
src/handmade.h 查看文件

@@ -153,7 +153,52 @@ struct GameMemory {
DebugPrintfFn *debug_printf;
};

struct TileMap {
uint32 *tiles;
};

struct CanonicalPosition {
// Which tilemap?
int32 tileMapX;
int32 tileMapY;

// Which tile in tilemap?
int32 tileX;
int32 tileY;

// Sub-tile position
real32 x;
real32 y;
};

struct RawPosition {
// Which tilemap?
int32 tileMapX;
int32 tileMapY;

// Raw tilemap position
real32 x;
real32 y;
};

struct World {
int32 tileMapCountX;
int32 tileMapCountY;

real32 upperLeftX;
real32 upperLeftY;
real32 tileWidth;
real32 tileHeight;

int32 tileCountY;
int32 tileCountX;

TileMap *tileMaps;
};

struct GameState {
int32 tileMapX;
int32 tileMapY;
real32 playerX;
real32 playerY;
};


+ 12
- 3
src/win32_handmade.cpp 查看文件

@@ -128,9 +128,18 @@ internal Win32WindowDimensions win32GetWindowDimensions(HWND window) {

internal void win32DrawBufferInWindow(Win32OffscreenBuffer *buffer, HWND window) {
Win32WindowDimensions winDims = win32GetWindowDimensions(window);
StretchDIBits(
GetDC(window),
0, 0, winDims.width, winDims.height,
HDC dc = GetDC(window);

int offsetX = 10;
int offsetY = 10;

PatBlt(dc, 0, 0, winDims.width, offsetY, BLACKNESS);
PatBlt(dc, 0, offsetY + buffer->height, winDims.width, winDims.height, BLACKNESS);
PatBlt(dc, 0, 0, offsetX, winDims.height, BLACKNESS);
PatBlt(dc, offsetX + buffer->width, 0, winDims.width, winDims.height, BLACKNESS);

StretchDIBits(dc,
offsetX, offsetY, buffer->width, buffer->height,
0, 0, buffer->width, buffer->height,
buffer->memory,
&buffer->info,


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