build mode

isolation_bkp/dynres
Dominik Madarász 2021-11-01 18:35:33 +01:00
parent c45f95348a
commit e18ff55518
17 changed files with 236 additions and 49 deletions

View File

@ -4,6 +4,9 @@
#define ASSET_INVALID 0xFF
typedef enum {
// NOTE(zaklaus): Debug
ASSET_DEBUG_TILE,
// NOTE(zaklaus): entities
ASSET_PLAYER,
ASSET_THING,

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@ -1,6 +1,10 @@
#include "assets.h"
static asset assets[] = {
{
.id = ASSET_DEBUG_TILE,
.kind = AKIND_TEXTURE,
},
{
.id = ASSET_DEMO_ICEMAKER,
.kind = AKIND_TEXTURE,

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@ -197,6 +197,11 @@ void debug_replay_update(void) {
i->swap = r->pkt.swap;
i->swap_from = r->pkt.swap_from;
i->swap_to = r->pkt.swap_to;
i->num_placements = r->pkt.placement_num;
for (uint8_t j = 0; j < i->num_placements; j++) {
i->placements_x[j] = r->pkt.placements[j].x;
i->placements_y[j] = r->pkt.placements[j].y;
}
}break;
case RPKIND_SPAWN_CAR: {
ecs_entity_t e = vehicle_spawn();

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@ -0,0 +1,71 @@
#include "camera.h"
#include "item_placement.h"
static bool build_submit_placements = false;
static bool build_is_in_draw_mode = false;
static uint8_t build_num_placements = 0;
static item_placement build_placements[BUILD_MAX_PLACEMENTS] = {0};
void buildmode_draw() {
if (inv_is_open) return;
camera cam = camera_get();
Vector2 mpos = GetMousePosition();
entity_view *e = game_world_view_active_get_entity(cam.ent_id);
if (!e) return;
float zoom = renderer_zoom_get();
mpos.x -= screenWidth/2.0f;
mpos.y -= screenHeight/2.0f;
cam.x += mpos.x*(1.0f/zoom);
cam.y += mpos.y*(1.0f/zoom);
cam.x = ((int32_t)cam.x / (int32_t)(WORLD_BLOCK_SIZE)) * WORLD_BLOCK_SIZE;
cam.y = ((int32_t)cam.y / (int32_t)(WORLD_BLOCK_SIZE)) * WORLD_BLOCK_SIZE;
cam.x += WORLD_BLOCK_SIZE/2.0f;
cam.y += WORLD_BLOCK_SIZE/2.0f;
if (e->has_items && !e->inside_vehicle && e->items[e->selected_item].quantity > 0) {
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && !build_is_in_draw_mode) {
build_is_in_draw_mode = true;
build_num_placements = 0;
item_placement empty_placement = { .x = 0.0f, .y = 0.0f, .kind = -1 };
for (size_t i = 0; i < BUILD_MAX_PLACEMENTS; i++) {
zpl_memcopy(&build_placements[i], &empty_placement, zpl_size_of(item_placement));
}
}
uint32_t qty = e->items[e->selected_item].quantity;
if (build_is_in_draw_mode) {
for (size_t i = 0; i < BUILD_MAX_PLACEMENTS; i++) {
item_placement *it = &build_placements[i];
if (it->kind == -1) {
it->x = (float)cam.x;
it->y = (float)cam.y;
it->kind = 0;
build_num_placements++;
break;
} else if (it->x == (float)cam.x && it->y == (float)cam.y) {
break;
}
}
build_num_placements = zpl_min(build_num_placements, qty);
for (size_t i = 0; i < build_num_placements; i++) {
item_placement *it = &build_placements[i];
renderer_draw_single(it->x, it->y, ASSET_DEBUG_TILE, ColorAlpha(BLUE, 0.4f));
}
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
build_is_in_draw_mode = false;
}
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
build_submit_placements = true;
build_is_in_draw_mode = false;
}
}
renderer_draw_single(cam.x, cam.y, ASSET_DEBUG_TILE, ColorAlpha(BLUE, 0.4f));
}
}

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@ -24,7 +24,9 @@ void inventory_draw() {
inv_is_open = !inv_is_open;
}
if (!inv_is_open) return;
if (!inv_is_open) {
return;
}
float sx = screenWidth/2.0f + 128;
float sy = screenHeight/2.0f - 96;

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@ -0,0 +1,10 @@
#pragma once
#define BUILD_MAX_PLACEMENTS 20
typedef struct {
float x;
float y;
float rot;
int16_t kind;
} item_placement;

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@ -36,6 +36,7 @@ void item_use(ecs_world_t *ecs, ItemDrop *it, Position p) {
(void)ecs;
uint16_t item_id = item_find(it->kind);
item_desc *desc = &items[item_id];
if (it->quantity <= 0) return;
switch (item_get_usage(item_id)) {
case UKIND_PLACE:{
world_block_lookup l = world_block_from_realpos(p.x, p.y);

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@ -13,6 +13,8 @@ typedef enum {
typedef enum {
UKIND_PLACE,
UKIND_PLACE_ITEM,
UKIND_END_PLACE,
} item_usage;
typedef struct {

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@ -20,6 +20,8 @@ pkt_desc pkt_send_keystate_desc[] = {
{ PKT_UINT(pkt_send_keystate, swap) },
{ PKT_UINT(pkt_send_keystate, swap_from) },
{ PKT_UINT(pkt_send_keystate, swap_to) },
{ PKT_UINT(pkt_send_keystate, placement_num) },
{ PKT_ARRAY(pkt_send_keystate, placements) },
{ PKT_END },
};
@ -57,6 +59,11 @@ int32_t pkt_send_keystate_handler(pkt_header *header) {
i->swap = table.swap;
i->swap_from = zpl_clamp(table.swap_from, 0, ITEMS_INVENTORY_SIZE-1);
i->swap_to = zpl_clamp(table.swap_to, 0, ITEMS_INVENTORY_SIZE-1);
i->num_placements = zpl_clamp(table.placement_num, 0, BUILD_MAX_PLACEMENTS);
for (uint8_t j = 0; j < i->num_placements; j++) {
i->placements_x[j] = table.placements[j].x;
i->placements_y[j] = table.placements[j].y;
}
debug_replay_record_keystate(table);
}

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@ -1,6 +1,7 @@
#pragma once
#include "system.h"
#include "packet_utils.h"
#include "item_placement.h"
typedef struct {
float x;
@ -15,6 +16,10 @@ typedef struct {
uint8_t swap;
uint8_t swap_from;
uint8_t swap_to;
// TODO(zaklaus): build mode
uint8_t placement_num;
item_placement placements[BUILD_MAX_PLACEMENTS];
} pkt_send_keystate;
typedef pkt_send_keystate game_keystate_data;

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@ -23,6 +23,7 @@ static bool request_shutdown;
// NOTE(zaklaus): add-ins
#include "gui/inventory.c"
#include "gui/build_mode.c"
void platform_init() {
InitWindow(screenWidth, screenHeight, "eco2d");
@ -106,6 +107,13 @@ void platform_input() {
.swap_to = inv_swap_to,
};
if (build_submit_placements) {
build_submit_placements = false;
data.placement_num = build_num_placements;
zpl_memcopy(data.placements, build_placements, build_num_placements*zpl_size_of(item_placement));
}
game_action_send_keystate(&data);
}
@ -151,6 +159,7 @@ void platform_render() {
{
// NOTE(zaklaus): add-ins
inventory_draw();
buildmode_draw();
}
display_conn_status();
debug_draw();

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@ -134,3 +134,14 @@ void renderer_shutdown_3d(void) {
void renderer_debug_draw_3d(void) {
}
float renderer_zoom_get_3d(void) {
return 1.0f;
}
void renderer_draw_single_3d(float x, float y, asset_id id, Color color) {
(void)color;
BeginMode3D(render_camera_3d);
EcoDrawCube((Vector3){x, 15.0f, y}, 16, 16, 16, 0.0f, PINK);
EndMode3D();
}

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@ -6,7 +6,9 @@
#define renderer_init renderer_init_v0
#define renderer_shutdown renderer_shutdown_v0
#define renderer_draw renderer_draw_v0
#define renderer_draw_single renderer_draw_single_v0
#define renderer_debug_draw renderer_debug_draw_v0
#define renderer_zoom_get renderer_zoom_get_v0
void renderer_switch(int kind) {}
#elif GFX_KIND == 1
// NOTE(zaklaus): renderer_3d
@ -14,7 +16,9 @@ void renderer_switch(int kind) {}
#define renderer_init renderer_init_3d
#define renderer_shutdown renderer_shutdown_3d
#define renderer_draw renderer_draw_3d
#define renderer_draw_single renderer_draw_single_3d
#define renderer_debug_draw renderer_debug_draw_3d
#define renderer_zoom_get renderer_zoom_get_3d
void renderer_switch(int kind) {}
#elif GFX_KIND == 2
#include "renderer_3d.c"
@ -66,6 +70,29 @@ void renderer_debug_draw(void) {
}
}
float renderer_zoom_get(void) {
switch (gfx_kind) {
case 0:{
return renderer_zoom_get_v0();
}break;
case 1:{
return renderer_zoom_get_3d();
}break;
}
return 1.0f;
}
void renderer_draw_single(float x, float y, asset_id id, Color color) {
switch (gfx_kind) {
case 0:{
renderer_draw_single_v0(x, y, id, color);
}break;
case 1:{
renderer_draw_single_3d(x, y, id, color);
}break;
}
}
void renderer_bake_chunk(uint64_t key, entity_view * data) {
if (data->kind != EKIND_CHUNK) return;
world_view *view = game_world_view_get_active();

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@ -127,6 +127,10 @@ void renderer_draw_v0(void) {
EndMode2D();
}
float renderer_zoom_get_v0(void) {
return render_camera.zoom;
}
void renderer_init_v0(void) {
render_camera.target = (Vector2){0.0f,0.0f};
render_camera.offset = (Vector2){screenWidth >> 1, screenHeight >> 1};
@ -192,3 +196,14 @@ void renderer_debug_draw_v0(void) {
EndMode2D();
}
void renderer_draw_single_v0(float x, float y, asset_id id, Color color) {
BeginMode2D(render_camera);
x -= 32.0f;
y -= 32.0f;
DrawTexturePro(GetSpriteTexture2D(assets_find(id)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, color);
EndMode2D();
}

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@ -52,6 +52,11 @@ ECS_STRUCT(Input, {
uint8_t swap;
uint8_t swap_from;
uint8_t swap_to;
// NOTE(zaklaus): build mode
uint8_t num_placements;
float placements_x[20];
float placements_y[20];
});
ECS_STRUCT(ClientInfo, {

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@ -182,10 +182,20 @@ void UseItem(ecs_iter_t *it) {
Inventory *inv = ecs_column(it, Inventory, 3);
for (int i = 0; i < it->count; i++) {
if (!in[i].use) continue;
if (!in[i].use && !in[i].num_placements) continue;
ItemDrop *item = &inv[i].items[in[i].selected_item];
if (!item || item->quantity <= 0) continue;
uint16_t item_id = item_find(item ->kind);
item_usage usage = item_get_usage(item_id);
if (in[i].use && usage > UKIND_END_PLACE)
item_use(it->world, item, p[i]);
else if (in[i].num_placements > 0 && usage < UKIND_END_PLACE) {
for (size_t j = 0; j < in[i].num_placements; j++) {
Position pos = {.x = in[i].placements_x[j], .y = in[i].placements_y[j]};
item_use(it->world, item, pos);
}
}
}
}

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