Added basic player movement.

This commit is contained in:
2021-04-23 08:17:42 +10:00
parent f7c1380f06
commit e323cf2721
23 changed files with 428 additions and 14 deletions

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@ -17,6 +17,7 @@
#include "file/asset.h"
#include "game/game.h"
#include "game/gametime.h"
#include "input/input.h"

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@ -0,0 +1,38 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#define GAMETIME_STEP 0.016
typedef struct {
/**
* Current time (as a float of seconds since game start).
*
* When time is initialized this will start at a fixed value of 2/60ths of a
* second, regardless of what engine the game is running.
*
* This is to avoid any divide by zero errors.
*/
float current;
/**
* Last Time (as a float of seconds since the game start).
*
* This value will start at 1/60th of a second regardless of engine the game
* is running on to avoid divide by zero errors.
*/
float last;
/**
* Fixed timestep that occured since the last frame. Typically locked to 1/60
* steps per second.
*/
float delta;
} gametime_t;
extern gametime_t TIME_STATE;

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@ -9,10 +9,10 @@
/** Inputs */
#define GAME_INPUT_UP (inputbind_t)0x01
#define GAME_INPUT_DOWN (inputbind_t)0x02
#define GAME_INPUT_LEFT (inputbind_t)0x03
#define GAME_INPUT_RIGHT (inputbind_t)0x04
#define INPUT_UP (inputbind_t)0x01
#define INPUT_DOWN (inputbind_t)0x02
#define INPUT_LEFT (inputbind_t)0x03
#define INPUT_RIGHT (inputbind_t)0x04
#define INPUT_NULL (inputbind_t)0x00
#define INPUT_BIND_COUNT 128

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@ -7,17 +7,50 @@
#pragma once
#include "../../libs.h"
#include "../../display/spritebatch.h"
/** Entity ID Definitions */
#define ENTITY_TYPE_NULL 0x00
#define ENTITY_TYPE_PLAYER 0x01
/** Max count of entities in the world */
#define ENTITY_COUNT 64
/** Count of different types of entities */
#define ENTITY_TYPE_COUNT ENTITY_TYPE_PLAYER + 1
/** Unique Entity ID */
typedef uint8_t entityid_t;
/** Unique Entity ID for the Entity Type */
typedef uint8_t entitytypeid_t;
/** Entity Definition */
typedef struct {
entitytypeid_t type;
int32_t gridX, gridY, gridZ;
int32_t oldGridX, oldGridY, oldGridZ;
float positionX, positionY, positionZ;
} entity_t;
/** Definition for an entity type */
typedef struct {
entity_t entities[ENTITY_COUNT]
void (*entityInit)(entityid_t entityId, entity_t *entity);
void (*entityUpdate)(entityid_t entityId, entity_t *entity);
void (*entityDispose)(entityid_t entityId, entity_t *entity);
} entitytype_t;
/** Entity State Management */
typedef struct {
/** Entities within the state */
entity_t entities[ENTITY_COUNT];
/** Sprite Batch in the state */
spritebatch_t *spriteBatch;
} entitystate_t;
extern entitystate_t ENTITY_STATE;
/** Global Entity State */
extern entitystate_t ENTITY_STATE;
/** Global Entity Type Definitions */
extern entitytype_t ENTITY_TYPES[ENTITY_TYPE_COUNT];