updated draft

efd/v1
Vladyslav Hrytsenko 2023-03-08 19:11:53 +02:00
parent 17951f329f
commit 74f0956b66
2 changed files with 129 additions and 57 deletions

View File

@ -21,6 +21,11 @@ typedef enum efd_asset_type {
EFD_ASSET_COUNT_TYPES,
} efd_asset_type;
// define amount of memeory reserved for???
// custom data within COMMAND (cli->ser) and SNAPSHOT (ser->cli)
#define EFD_COMMAND_SIZE 64 * 1024
#define EFD_SNAPSHOT_SIZE 128 * 1024
typedef struct efd_app_desc {
const char *name;
int debug_ui;
@ -116,6 +121,10 @@ enum {
ASSET_CHEST,
ASSET_MONSTER,
ASSET_ITEM_WOOD,
ASSET_ITEM_STONE,
ASSET_ITEM_IRON,
/* animations */
ASSET_PLAYER_ANIM = EFD_ASSET(EFD_ASSET_ANIMATION),
@ -145,65 +154,30 @@ void Move(ecs_iter_t *it) {
}
}
efd_result init() {
// register assets
{
// register textures (tiles)
efd_asset_add(ASSET_TILE_DIRT, "assets/tile_dirt.png");
efd_asset_add(ASSET_TILE_GRASS, "assets/tilegrass.png");
efd_asset_add(ASSET_TILE_STONE, "assets/tilestone.png");
// NOTE: control sets could be implemented later on
// // register game specific input bindings
// // pre-defined bindings and controlsets
// efd_controlset_apply(EFD_ACTION_MOVE, EFD_CONTROLSET_WASD | EFD_CONTROLSET_ARROWS | EFD_CONTROLSET_GAMEPAD_LEFT);
// efd_controlset_apply(EFD_ACTION_POINT, EFD_CONTROLSET_MOUSE | EFD_CONTROLSET_GAMEPAD_RIGHT);
// register textures (blocks)
efd_asset_add(ASSET_BLOCK_STONE, "assets/block_stone.png");
efd_asset_add(ASSET_BLOCK_BRICK, "assets/block_brick.png");
// // custom bindings and controlsets
// efd_controlset_keyboard(CONTROLSET_ACCELERATE, EFD_KEY_DOWN, EFD_KEY_SHIFT_LEFT | EFD_KEY_SHIFT_RIGHT);
// efd_controlset_gamepad(CONTROLSET_ACCELERATE, EFD_GAMEPAD_LEFT_TRIGGER, 0.5f);
// efd_controlset_apply(EFD_ACTION_SPRINT, CONTROLSET_ACCERLATE);
// register textures (entities)
efd_asset_add(ASSET_PLAYER, "assets/player.png");
efd_asset_add(ASSET_TREE, "assets/tree.png");
efd_asset_add(ASSET_CHEST, "assets/chest.png");
efd_asset_add(ASSET_MONSTER, "assets/monster.png");
// // custom input bindings for custom actions
// efd_controlset_register(ACTION_USE);
// efd_controlset_keyboard(CONTROLSET_USE, EFD_KEY_DOWN, EFD_KEY_E);
// efd_controlset_gamepad(CONTROLSET_USE, EFD_GAMEPAD_BUTTON_A, 0.5f);
// efd_controlset_apply(ACTION_USE, CONTROLSET_USE);
// register animations
efd_asset_add(ASSET_PLAYER_ANIM, "assets/player.anim");
// register sounds
efd_asset_add(ASSET_PLAYER_SOUND, "assets/player.ogg");
efd_asset_add(ASSET_TREE_SOUND, "assets/tree.ogg");
// register fonts
efd_asset_add(ASSET_FONT_DEFAULT, "assets/font.ttf");
return 0;
}
// define world generation rules, load existing world
// or set up a custom pipeline to generate a new one
// efd_world_load("worlds/default.json");
// register tooltips
efd_tooltip_add("ASSET_TREE", "A tree, it's a tree, what do you expect?");
efd_tooltip_add("ASSET_CHEST", "A chest, it's a chest, what do you expect?");
// 1. define itself
// 2. render itself
// 3. register types for sedning data
// 4. define systems and components
ECS_SYSTEM(efd_world(), Move, EcsOnUpdate, Position, [in] Velocity);
// register game specific input bindings
// pre-defined bindings and controlsets
efd_controlset_apply(EFD_ACTION_MOVE, EFD_CONTROLSET_WASD | EFD_CONTROLSET_ARROWS | EFD_CONTROLSET_GAMEPAD_LEFT);
efd_controlset_apply(EFD_ACTION_POINT, EFD_CONTROLSET_MOUSE | EFD_CONTROLSET_GAMEPAD_RIGHT);
// custom bindings and controlsets
efd_controlset_keyboard(CONTROLSET_ACCELERATE, EFD_KEY_DOWN, EFD_KEY_SHIFT_LEFT | EFD_KEY_SHIFT_RIGHT);
efd_controlset_gamepad(CONTROLSET_ACCELERATE, EFD_GAMEPAD_LEFT_TRIGGER, 0.5f);
efd_controlset_apply(EFD_ACTION_SPRINT, CONTROLSET_ACCERLATE);
// custom input bindings for custom actions
efd_controlset_register(ACTION_USE);
efd_controlset_keyboard(CONTROLSET_USE, EFD_KEY_DOWN, EFD_KEY_E);
efd_controlset_gamepad(CONTROLSET_USE, EFD_GAMEPAD_BUTTON_A, 0.5f);
efd_controlset_apply(ACTION_USE, CONTROLSET_USE);
efd_result systems(efd_world *w) {
ECS_SYSTEM(w, Move, EcsOnUpdate, Position, [in] Velocity);
return 0;
}
@ -267,6 +241,7 @@ efd_app_desc efd_main() {
/* primary callbacks */
.init_cb = init,
.system_cb = systems,
.update_cb = update,
.render_cb = render,
.player_join_cb = player_join,
@ -280,6 +255,93 @@ efd_app_desc efd_main() {
.item_attract_radius = 75.0f,
.item_attract_force = 0.1f,
},
.assets = {
{ASSET_PLAYER, "assets/player.png"},
{ASSET_MONSTER, "assets/monster.png"},
{ASSET_ITEM_WOOD, "assets/item_wood.png"},
{ASSET_ITEM_STONE, "assets/item_stone.png"},
{ASSET_ITEM_IRON, "assets/item_iron.png"},
{ASSET_TREE, "assets/tree.png"},
{ASSET_CHEST, "assets/chest.png"},
},
.tiles = {
{ASSET_EMPTY, EFD_FLAG_NONE, 'E'},
{ASSET_GROUND, EFD_FLAG_NONE, '.', .drag = 1.0f, .friction = 1.0f},
{ASSET_DIRT, EFD_FLAG_NONE, ',', .drag = 2.1f , .friction = 1.0f},
{ASSET_WATER, EFD_FLAG_NONE, '~', .drag = 0.11f , .friction = 10.0f},
{ASSET_LAVA, EFD_FLAG_HAZARD, '!', .drag = 6.2f , .friction = 40.0f},
},
.blocks = {
{ASSET_WALL, EFD_FLAG_COLLISION, '#', .bounce = 1.0f},
{ASSET_HILL, EFD_FLAG_COLLISION, '^'},
{ASSET_HILL_SNOW, EFD_FLAG_COLLISION, '*'},
{ASSET_FENCE, EFD_FLAG_COLLISION, '[', .bounce = 1.0f},
{ASSET_WOOD, EFD_FLAG_COLLISION, ']', .bounce = 0.0f},
{ASSET_TREE, EFD_FLAG_COLLISION|EFD_FLAG_DESTROY_ON_COLLISION, '@', .bounce = 0.0f},
{ASSET_CHEST, EFD_FLAG_ENTITY, 'C'},
{ASSET_FURNACE, EFD_FLAG_ENTITY, 'F'},
{ASSET_TEST_TALL, EFD_FLAG_COLLISION, '.'},
{ASSET_BELT_LEFT, EFD_FLAG_NONE, '@', .velx = -150.0f},
{ASSET_BELT_RIGHT, EFD_FLAG_NONE, '@', .velx = 150.0f},
{ASSET_BELT_UP, EFD_FLAG_NONE, '@', .vely = -150.0f},
{ASSET_BELT_DOWN, EFD_FLAG_NONE, '@', .vely = 150.0f},
},
.items = {
{ITEM_WOOD, ASSET_ITEM_WOOD, "Wood", "A piece of wood."},
{ITEM_STONE, ASSET_ITEM_STONE, "Stone", "A piece of stone."},
},
.crafting = {
{
.producer = ASSET_FURNACE,
.process_ticks = 20,
.reagents = {
{ .item = ASSET_IRON_ORE, .qty = 1 },
},
.products = {
{ .item = ASSET_IRON_PLATES, .qty = 4 },
},
},
{
.producer = ASSET_CRAFTBENCH,
.process_ticks = 40,
.reagents = {
{ .item = ASSET_IRON_PLATES, .qty = 1 },
},
.products = {
{ .item = ASSET_SCREWS, .qty = 8 },
},
},
{
.producer = ASSET_ASSEMBLER,
.production_ticks = 120,
.reagents = {
{ .item = ASSET_FENCE, .qty = 1 },
{ .item = ASSET_SCREWS, .qty = 4 },
{ .item = ASSET_IRON_PLATES, .qty = 2 },
},
.products = {
{ .item = ASSET_BELT, .qty = 1 },
},
}
},
.entities = {
{ENTITY_TREE, ASSET_TREE, "Tree", "A tree."},
{ENTITY_CHEST, ASSET_CHEST, "Chest", "A chest."},
},
.tooltips = {
{"ASSET_BLOCK_STONE", "It's a block of stone, what did you expect?"},
{"ASSET_BLOCK_BRICK", "It's a block of brick, what did you expect?"},
},
};
}

View File

@ -44,9 +44,9 @@
* tile - basic thing that makes up the chunks
* block - 2nd level of things that make up the chunk
* chunk - entity that contains set of tiles and blocks
* object - an grid-independant static entity that can exist in the world
* entity - a dynamic object that can change position within the world
* item - an entity in the world, that can have a different state when its picked up
* crafting recipe - a recipe that can be used to craft an item
* entity - an grid-independant static or dynamic entity that can exist in the world and has some systems controlling it
## Naming
@ -61,6 +61,16 @@
* entity
* objects
* players
* nps
* npc
* vehicles
* items
## Features
* In-memory lists
* assets
* items
* crafting recepies
* prafabs for entities (pipeline for entities)
* built in server->client RPC
*