Setup rpg stuff
This commit is contained in:
@@ -36,7 +36,7 @@ add_subdirectory(error)
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add_subdirectory(input)
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# add_subdirectory(locale)
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add_subdirectory(physics)
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# add_subdirectory(rpg)
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add_subdirectory(rpg)
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add_subdirectory(scene)
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add_subdirectory(thread)
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add_subdirectory(time)
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@@ -29,7 +29,6 @@ static const char_t ASSET_MANAGER_SEARCH_PATHS[][FILENAME_MAX] = {
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)
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typedef struct {
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int32_t nothing;
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zip_t *zip;
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asset_t assets[ASSET_MANAGER_ASSET_COUNT_MAX];
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uint8_t assetCount;
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@@ -16,23 +16,27 @@ void cmdScene(const consolecmdexec_t *exec) {
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return;
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}
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if(strcmp(exec->argv[0], "null") == 0) {
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sceneManagerSetScene(NULL);
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return;
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}
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scene_t *scene = sceneManagerGetSceneByName(exec->argv[0]);
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if(scene == NULL) {
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consolePrint("Error: Scene '%s' not found.", exec->argv[0]);
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return;
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}
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if((scene->flags & SCENE_FLAG_INITIALIZED) == 0) {
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sceneManagerSetScene(scene);
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if(scene->init) {
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errorret_t ret = errorPrint(scene->init(&SCENE_MANAGER.sceneData));
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if(ret.code != ERROR_OK) {
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errorCatch(ret);
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sceneManagerSetScene(NULL);
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consolePrint("Error: Failed to initialize scene '%s'.", exec->argv[0]);
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return;
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}
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}
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scene->flags |= SCENE_FLAG_INITIALIZED;
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}
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sceneManagerSetScene(scene);
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}
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@@ -13,6 +13,7 @@
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#include "display/display.h"
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#include "scene/scenemanager.h"
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#include "asset/assetmanager.h"
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#include "rpg/rpg.h"
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engine_t ENGINE;
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@@ -29,6 +30,7 @@ errorret_t engineInit(void) {
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inputInit();
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errorChain(assetManagerInit());
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errorChain(displayInit());
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errorChain(rpgInit());
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errorChain(sceneManagerInit());
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// Init scripts
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@@ -47,6 +49,7 @@ errorret_t engineUpdate(void) {
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consoleUpdate();
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assetManagerUpdate();
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rpgUpdate();
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sceneManagerUpdate();
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errorChain(displayUpdate());
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@@ -59,6 +62,7 @@ void engineExit(void) {
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errorret_t engineDispose(void) {
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sceneManagerDispose();
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rpgDispose();
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errorChain(displayDispose());
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assetManagerDispose();
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consoleDispose();
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13
src/rpg/CMakeLists.txt
Normal file
13
src/rpg/CMakeLists.txt
Normal file
@@ -0,0 +1,13 @@
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# Copyright (c) 2025 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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rpg.c
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)
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# Subdirs
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add_subdirectory(entity)
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13
src/rpg/entity/CMakeLists.txt
Normal file
13
src/rpg/entity/CMakeLists.txt
Normal file
@@ -0,0 +1,13 @@
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# Copyright (c) 2025 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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entity.c
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npc.c
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player.c
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direction.c
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)
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48
src/rpg/entity/direction.c
Normal file
48
src/rpg/entity/direction.c
Normal file
@@ -0,0 +1,48 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "direction.h"
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#include "assert/assert.h"
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float_t directionToAngle(const direction_t dir) {
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switch(dir) {
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case DIRECTION_NORTH: return (M_PI_2);
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case DIRECTION_SOUTH: return -(M_PI_2);
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case DIRECTION_EAST: return 0;
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case DIRECTION_WEST: return (M_PI);
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default: return 0; // Should never happen
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}
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}
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void directionGetVec2(const direction_t dir, vec2 out) {
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assertNotNull(out, "Output vector cannot be NULL");
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switch(dir) {
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case DIRECTION_NORTH:
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out[0] = 0.0f;
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out[1] = 1.0f;
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break;
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case DIRECTION_SOUTH:
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out[0] = 0.0f;
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out[1] = -1.0f;
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break;
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case DIRECTION_EAST:
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out[0] = 1.0f;
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out[1] = 0.0f;
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break;
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case DIRECTION_WEST:
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out[0] = -1.0f;
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out[1] = 0.0f;
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break;
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default:
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assertUnreachable("Invalid direction");
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}
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}
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37
src/rpg/entity/direction.h
Normal file
37
src/rpg/entity/direction.h
Normal file
@@ -0,0 +1,37 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "dusk.h"
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typedef enum {
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DIRECTION_SOUTH = 0,
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DIRECTION_EAST = 1,
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DIRECTION_WEST = 2,
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DIRECTION_NORTH = 3,
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DIRECTION_UP = DIRECTION_NORTH,
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DIRECTION_DOWN = DIRECTION_SOUTH,
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DIRECTION_LEFT = DIRECTION_WEST,
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DIRECTION_RIGHT = DIRECTION_EAST,
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} direction_t;
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/**
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* Converts a direction to an angle in float_t format.
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*
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* @param dir The direction to convert.
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* @return The angle corresponding to the direction.
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*/
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float_t directionToAngle(const direction_t dir);
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/**
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* Converts a direction to a vec2 unit vector.
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*
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* @param dir The direction to convert.
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* @param out Pointer to the vec2 array to populate.
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*/
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void directionGetVec2(const direction_t dir, vec2 out);
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107
src/rpg/entity/entity.c
Normal file
107
src/rpg/entity/entity.c
Normal file
@@ -0,0 +1,107 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "entity.h"
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#include "rpg/world/map.h"
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#include "assert/assert.h"
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#include "util/memory.h"
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#include "display/tileset/tileset_entities.h"
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#include "time/time.h"
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#include "util/math.h"
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void entityInit(entity_t *entity, const entitytype_t type, map_t *map) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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assertNotNull(map, "Map pointer cannot be NULL");
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assertTrue(type < ENTITY_TYPE_COUNT, "Invalid entity type");
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assertTrue(type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
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memoryZero(entity, sizeof(entity_t));
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entity->type = type;
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entity->map = map;
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// Init. I did use a callback struct but it was not flexible enough.
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switch(type) {
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case ENTITY_TYPE_PLAYER:
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playerInit(entity);
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break;
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case ENTITY_TYPE_NPC:
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npcInit(entity);
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break;
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default:
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break;
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}
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}
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void entityUpdate(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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assertTrue(entity->type < ENTITY_TYPE_COUNT, "Invalid entity type");
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assertTrue(entity->type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
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// Handle movement logic
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switch(entity->type) {
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case ENTITY_TYPE_PLAYER:
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playerMovement(entity);
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break;
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case ENTITY_TYPE_NPC:
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npcUpdate(entity);
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break;
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default:
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break;
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}
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// Apply velocity
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if(entity->velocity[0] != 0.0f || entity->velocity[1] != 0.0f) {
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entity->position[0] += entity->velocity[0] * TIME.delta;
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entity->position[1] += entity->velocity[1] * TIME.delta;
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// Hit test on other entities.
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entity_t *start = entity->map->entities;
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entity_t *end = &entity->map->entities[entity->map->entityCount];
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// Our hitbox
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physicscircle_t self;
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glm_vec2_copy(entity->position, self.position);
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self.radius = TILESET_ENTITIES.tileWidth / 2.0f;
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physicscircle_t other;
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other.radius = self.radius;
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// TODO: what if multiple collisions?
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do {
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if(start == entity) continue;
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if(start->type == ENTITY_TYPE_NULL) continue;
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glm_vec2_copy(start->position, other.position);
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physicscirclecircleresult_t result;
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physicsCircleCheckCircle(self, other, &result);
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if(result.hit) {
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entity->position[0] -= result.normal[0] * result.depth;
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entity->position[1] -= result.normal[1] * result.depth;
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break;
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}
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} while((start++) != end);
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// Friction (and dampening)
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entity->velocity[0] *= ENTITY_FRICTION * TIME.delta;
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entity->velocity[1] *= ENTITY_FRICTION * TIME.delta;
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if(mathAbs(entity->velocity[0]) < ENTITY_MIN_VELOCITY) {
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entity->velocity[0] = 0.0f;
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}
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if(mathAbs(entity->velocity[1]) < ENTITY_MIN_VELOCITY) {
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entity->velocity[1] = 0.0f;
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}
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}
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if(entity->type == ENTITY_TYPE_PLAYER) {
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playerInteraction(entity);
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}
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}
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55
src/rpg/entity/entity.h
Normal file
55
src/rpg/entity/entity.h
Normal file
@@ -0,0 +1,55 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "direction.h"
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#include "rpg/entity/player.h"
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#include "npc.h"
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#include "physics/physics.h"
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#define ENTITY_FRICTION 0.9f
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#define ENTITY_MIN_VELOCITY 0.05f
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typedef struct map_s map_t;
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typedef enum {
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ENTITY_TYPE_NULL,
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ENTITY_TYPE_PLAYER,
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ENTITY_TYPE_NPC,
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ENTITY_TYPE_COUNT
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} entitytype_t;
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typedef struct entity_s {
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map_t *map;
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entitytype_t type;
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direction_t direction;
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vec2 position;
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vec2 velocity;
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union {
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player_t player;
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npc_t npc;
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};
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} entity_t;
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/**
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* Initializes an entity structure.
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*
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* @param entity Pointer to the entity structure to initialize.
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* @param type The type of the entity.
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* @param map Pointer to the map the entity belongs to.
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*/
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void entityInit(entity_t *entity, const entitytype_t type, map_t *map);
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/**
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* Updates an entity.
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*
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* @param entity Pointer to the entity structure to update.
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*/
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void entityUpdate(entity_t *entity);
|
17
src/rpg/entity/npc.c
Normal file
17
src/rpg/entity/npc.c
Normal file
@@ -0,0 +1,17 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
|
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*/
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#include "entity.h"
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#include "assert/assert.h"
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void npcInit(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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}
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void npcUpdate(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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}
|
29
src/rpg/entity/npc.h
Normal file
29
src/rpg/entity/npc.h
Normal file
@@ -0,0 +1,29 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
|
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* https://opensource.org/licenses/MIT
|
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*/
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#pragma once
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#include "dusk.h"
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typedef struct entity_s entity_t;
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typedef struct {
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void *nothing;
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} npc_t;
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/**
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* Initializes an NPC entity.
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*
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* @param entity Pointer to the entity structure to initialize.
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*/
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void npcInit(entity_t *entity);
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/**
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* Updates an NPC entity.
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*
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* @param entity Pointer to the entity structure to update.
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*/
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void npcUpdate(entity_t *entity);
|
114
src/rpg/entity/player.c
Normal file
114
src/rpg/entity/player.c
Normal file
@@ -0,0 +1,114 @@
|
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/**
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* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
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*/
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#include "entity.h"
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#include "assert/assert.h"
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#include "input/input.h"
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#include "display/tileset/tileset_entities.h"
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void playerInit(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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}
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void playerMovement(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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// Update velocity.
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vec2 dir = {
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inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT),
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inputAxis(INPUT_ACTION_DOWN, INPUT_ACTION_UP)
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};
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if(dir[0] == 0 && dir[1] == 0) return;
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glm_vec2_normalize(dir);
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entity->velocity[0] += PLAYER_SPEED * dir[0];
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entity->velocity[1] += PLAYER_SPEED * dir[1];
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|
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// Update direction.
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if(dir[0] > 0) {
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if(entity->direction == DIRECTION_RIGHT) {
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entity->direction = DIRECTION_RIGHT;
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} else {
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if(dir[1] < 0) {
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entity->direction = DIRECTION_UP;
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} else if(dir[1] > 0) {
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entity->direction = DIRECTION_DOWN;
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} else {
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entity->direction = DIRECTION_RIGHT;
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}
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}
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} else if(dir[0] < 0) {
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if(entity->direction == DIRECTION_LEFT) {
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entity->direction = DIRECTION_LEFT;
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} else {
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if(dir[1] < 0) {
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entity->direction = DIRECTION_UP;
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} else if(dir[1] > 0) {
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entity->direction = DIRECTION_DOWN;
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} else {
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entity->direction = DIRECTION_LEFT;
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}
|
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}
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||||
} else if(dir[1] < 0) {
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entity->direction = DIRECTION_UP;
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} else if(dir[1] > 0) {
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entity->direction = DIRECTION_DOWN;
|
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}
|
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}
|
||||
|
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void playerInteraction(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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|
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if(!inputPressed(INPUT_ACTION_ACCEPT)) return;
|
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|
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physicsbox_t interactBox;
|
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// Get direction vector
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directionGetVec2(entity->direction, interactBox.min);
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||||
// Scale by interact range
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glm_vec2_scale(interactBox.min, PLAYER_INTERACTION_RANGE, interactBox.min);
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// Add entity position, this makes the center of the box.
|
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glm_vec2_add(interactBox.min, entity->position, interactBox.min);
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||||
|
||||
// Copy to max
|
||||
glm_vec2_copy(interactBox.min, interactBox.max);
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||||
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||||
// Size of the hitbox
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vec2 halfSize = {
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TILESET_ENTITIES.tileWidth * PLAYER_INTERACTION_SIZE * 0.5f,
|
||||
TILESET_ENTITIES.tileHeight * PLAYER_INTERACTION_SIZE * 0.5f
|
||||
};
|
||||
|
||||
// Subtract from min, add to max.
|
||||
glm_vec2_sub(interactBox.min, halfSize, interactBox.min);
|
||||
glm_vec2_add(interactBox.max, halfSize, interactBox.max);
|
||||
|
||||
// For each entity
|
||||
entity_t *start = entity->map->entities;
|
||||
entity_t *end = &entity->map->entities[entity->map->entityCount];
|
||||
vec2 otherSize = { TILESET_ENTITIES.tileWidth, TILESET_ENTITIES.tileHeight };
|
||||
physicsbox_t otherBox;
|
||||
physicsboxboxresult_t result;
|
||||
|
||||
do {
|
||||
if(start->type != ENTITY_TYPE_NPC) continue;
|
||||
|
||||
// Setup other box.
|
||||
glm_vec2_copy(start->position, otherBox.min);
|
||||
glm_vec2_copy(start->position, otherBox.max);
|
||||
glm_vec2_sub(otherBox.min, otherSize, otherBox.min);
|
||||
glm_vec2_add(otherBox.min, otherSize, otherBox.max);
|
||||
|
||||
physicsBoxCheckBox(interactBox, otherBox, &result);
|
||||
if(!result.hit) continue;
|
||||
|
||||
printf("Interacted with entity at (%.2f, %.2f)\n", start->position[0], start->position[1]);
|
||||
break;
|
||||
} while(++start != end);
|
||||
}
|
40
src/rpg/entity/player.h
Normal file
40
src/rpg/entity/player.h
Normal file
@@ -0,0 +1,40 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
#define PLAYER_SPEED 64.0f
|
||||
#define PLAYER_INTERACTION_RANGE 1.0f
|
||||
#define PLAYER_INTERACTION_SIZE 0.5f
|
||||
|
||||
typedef struct entity_s entity_t;
|
||||
|
||||
typedef struct {
|
||||
void *nothing;
|
||||
} player_t;
|
||||
|
||||
/**
|
||||
* Initializes a player entity.
|
||||
*
|
||||
* @param entity Pointer to the entity structure to initialize.
|
||||
*/
|
||||
void playerInit(entity_t *entity);
|
||||
|
||||
/**
|
||||
* Handles movement logic for the player entity.
|
||||
*
|
||||
* @param entity Pointer to the player entity structure.
|
||||
*/
|
||||
void playerMovement(entity_t *entity);
|
||||
|
||||
/**
|
||||
* Handles interaction logic for the player entity.
|
||||
*
|
||||
* @param entity Pointer to the player entity structure.
|
||||
*/
|
||||
void playerInteraction(entity_t *entity);
|
20
src/rpg/rpg.c
Normal file
20
src/rpg/rpg.c
Normal file
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "rpg.h"
|
||||
|
||||
errorret_t rpgInit(void) {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void rpgUpdate(void) {
|
||||
|
||||
}
|
||||
|
||||
void rpgDispose(void) {
|
||||
|
||||
}
|
@@ -6,8 +6,25 @@
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "error/error.h"
|
||||
|
||||
typedef struct {
|
||||
map_t map;
|
||||
int32_t nothing;
|
||||
} rpg_t;
|
||||
|
||||
/**
|
||||
* Initialize the RPG subsystem.
|
||||
*
|
||||
* @return An error code and state.
|
||||
*/
|
||||
errorret_t rpgInit(void);
|
||||
|
||||
/**
|
||||
* Update the RPG subsystem.
|
||||
*/
|
||||
void rpgUpdate(void);
|
||||
|
||||
/**
|
||||
* Dispose of the RPG subsystem.
|
||||
*/
|
||||
void rpgDispose(void);
|
54
src/rpg/world/worldunit.h
Normal file
54
src/rpg/world/worldunit.h
Normal file
@@ -0,0 +1,54 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
/**
|
||||
* Position in SUBTILE space in a world, each unit represents a single subtile.
|
||||
* This is divided by the size of the tile, e.g. if a tile is 16x16 then there
|
||||
* are 256 / tile size = units per pixel of a tile. This means there are always
|
||||
* uint8_t max subtiles in a tile.
|
||||
*/
|
||||
typedef uint8_t worldsubtile_t;
|
||||
|
||||
/**
|
||||
* Position in TILE space in a world, each unit represents a single tile. This
|
||||
* is within CHUNK space. This is not different depending on chunk size, if the
|
||||
* chunks are 32 tiles wide then the max tile value is 31.
|
||||
*/
|
||||
typedef uint8_t worldtile_t;
|
||||
|
||||
/**
|
||||
* Represents a position in a world in SUBTILE and TILE space. This is basically
|
||||
* just a convenience struct so you don't have to pass two variables around.
|
||||
*
|
||||
* For example, an entity may be at tile (2, 3) and subtile (8, 12).
|
||||
* meaning that the entity is at pixel (2 * TILE_SIZE + 8, 3 * TILE_SIZE + 12)
|
||||
* in world space.
|
||||
*
|
||||
* This is still within CHUNK space.
|
||||
*/
|
||||
typedef struct worldchunkpos_s {
|
||||
worldsubtile_t subtile;
|
||||
worldtile_t tile;
|
||||
} worldchunkpos_t;
|
||||
|
||||
/**
|
||||
* Position in CHUNK space in a world, each unit represents a single chunk.
|
||||
*/
|
||||
typedef uint8_t worldchunk_t;
|
||||
|
||||
/**
|
||||
* Represents a position in a world in SUBTILE, TILE and CHUNK space. This is in
|
||||
* WORLD space, so this is the full position of an entity in the world.
|
||||
*/
|
||||
typedef struct worldpos_s {
|
||||
worldsubtile_t subtile;
|
||||
worldtile_t tile;
|
||||
worldchunk_t chunk;
|
||||
} worldpos_t;
|
@@ -22,5 +22,6 @@ static scene_t SCENE_TEST = {
|
||||
.init = sceneTestInit,
|
||||
.update = sceneTestUpdate,
|
||||
.render = sceneTestRender,
|
||||
.dispose = sceneTestDispose
|
||||
.dispose = sceneTestDispose,
|
||||
.flags = 0
|
||||
};
|
@@ -65,8 +65,8 @@ void sceneManagerSetScene(scene_t *scene) {
|
||||
|
||||
if(scene) {
|
||||
assertTrue(
|
||||
scene->flags & SCENE_FLAG_INITIALIZED,
|
||||
"Scene not initialized"
|
||||
(scene->flags & SCENE_FLAG_INITIALIZED) == 0,
|
||||
"Scene should not yet be initialized"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user