Multiple local inputs. You can now play with your 3 friends locally, fighting over the same keyboard.

This commit is contained in:
2025-12-16 17:29:02 +01:00
parent d0d1a470b9
commit 4e807afa3c
8 changed files with 169 additions and 42 deletions

View File

@@ -2,20 +2,27 @@
#include <assert.h>
#define INPUT_QUEUE_CAPACITY 8
void game_instance_init(Game_Instance *instance) {
instance->local_player_id = 0xFFFF;
// TODO: SS - Init input-queue.
instance->amount_of_local_players = 0;
instance->simulation_accumulator = 0.0f; // TODO: SS - Should probably be moved to the Ingame context.
instance->game_session = NULL;
memset(&instance->game_networking, 0, sizeof(Game_Networking));
squeue_init(&instance->local_input_queue, 4, sizeof(Simulation_Game_Input));
for(uint8_t i = 0; i < MAX_LOCAL_PLAYERS; i++) {
Locally_Controlled_Player *locally_controlled_player = &instance->locally_controlled_players[i];
squeue_init(
&locally_controlled_player->input_queue,
MAX_INPUTS_IN_QUEUE_PER_LOCAL_PLAYER,
sizeof(Simulation_Game_Input)
);
}
}
void game_instance_dispose(Game_Instance *instance) {
squeue_free(&instance->local_input_queue);
for(uint8_t i = 0; i < MAX_LOCAL_PLAYERS; i++) {
Locally_Controlled_Player *locally_controlled_player = &instance->locally_controlled_players[i];
squeue_free(&locally_controlled_player->input_queue);
}
}
bool game_instance_host_session(Game_Instance *instance, const Game_Session_Settings settings) {
@@ -33,7 +40,7 @@ bool game_instance_host_session(Game_Instance *instance, const Game_Session_Sett
return false;
}
instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session)); // LEAK
instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session));
if(settings.online) {
if(instance->game_networking.api != NULL) {
@@ -52,14 +59,25 @@ bool game_instance_host_session(Game_Instance *instance, const Game_Session_Sett
return false;
}
instance->local_player_id = host_player_id;
game_instance_clear_local_players(instance);
assert(game_instance_setup_local_player(instance, host_player_id));
}
else {
if(settings.max_players > MAX_LOCAL_PLAYERS) {
printf("Failed. Max amount of players (when playing locally) is %u. Max amount of players in the settings is %u.\n", MAX_LOCAL_PLAYERS, settings.max_players);
free(instance->game_session);
instance->game_session = NULL;
return false;
}
game_session_init(instance->game_session, settings);
// When playing locally/offline, create the player(s) here.
game_instance_clear_local_players(instance);
for(uint32_t i = 0; i < settings.max_players; i++) {
// When playing locally/offline, create the player(s) here.
assert(game_session_create_player(instance->game_session, &instance->local_player_id)); // TODO: SS - Fix me! Always assigning the newest player to be the active 'local_player_id' which isn't correct.
uint16_t player_id = 0xFFFF;
assert(game_session_create_player(instance->game_session, &player_id));
assert(game_instance_setup_local_player(instance, player_id));
}
printf("Created %u local players.\n", settings.max_players);
@@ -116,13 +134,44 @@ void game_instance_stop_session(Game_Instance *instance) {
instance->game_session = NULL;
}
bool game_instance_push_local_input(Game_Instance *instance, Simulation_Game_Input input) {
return squeue_push(&instance->local_input_queue, (void *)&input);
void game_instance_clear_local_players(Game_Instance *instance) {
instance->amount_of_local_players = 0;
}
bool game_instance_pop_local_input(Game_Instance *instance, Simulation_Game_Input *out_input) {
bool game_instance_setup_local_player(Game_Instance *instance, uint16_t player_id) {
if(instance->amount_of_local_players >= MAX_LOCAL_PLAYERS) {
return false;
}
Locally_Controlled_Player *locally_controlled_player = &instance->locally_controlled_players[instance->amount_of_local_players];
assert(locally_controlled_player != NULL);
instance->amount_of_local_players += 1;
locally_controlled_player->player_id = player_id;
squeue_clear(&locally_controlled_player->input_queue);
return true;
}
bool game_instance_push_local_input(Game_Instance *instance, uint8_t local_player_index, Simulation_Game_Input input) {
assert(local_player_index < MAX_LOCAL_PLAYERS);
assert(local_player_index < instance->amount_of_local_players);
Locally_Controlled_Player *locally_controlled_player = &instance->locally_controlled_players[local_player_index];
assert(locally_controlled_player != NULL);
return squeue_push(&locally_controlled_player->input_queue, (void *)&input);
}
bool game_instance_pop_local_input(Game_Instance *instance, uint8_t local_player_index, Simulation_Game_Input *out_input) {
assert(local_player_index < MAX_LOCAL_PLAYERS);
assert(local_player_index < instance->amount_of_local_players);
Locally_Controlled_Player *locally_controlled_player = &instance->locally_controlled_players[local_player_index];
assert(locally_controlled_player != NULL);
Simulation_Game_Input input = {0};
if(!squeue_pop(&instance->local_input_queue, (void *)&input)) {
if(!squeue_pop(&locally_controlled_player->input_queue, (void *)&input)) {
return false;
}

View File

@@ -8,9 +8,18 @@
#include "shared/squeue.h"
#define MAX_LOCAL_PLAYERS 4
#define MAX_INPUTS_IN_QUEUE_PER_LOCAL_PLAYER 4
typedef struct {
uint16_t local_player_id; // TODO: SS - We need to modify this to support local multiplayer.
SQueue local_input_queue;
uint16_t player_id;
SQueue input_queue;
Simulation_Game_Input prev_input; // TODO: SS - Remove this and just peek the queue?
} Locally_Controlled_Player;
typedef struct {
Locally_Controlled_Player locally_controlled_players[MAX_LOCAL_PLAYERS];
uint8_t amount_of_local_players;
double simulation_accumulator;
@@ -23,10 +32,12 @@ void game_instance_dispose(Game_Instance *instance);
bool game_instance_host_session(Game_Instance *instance, const Game_Session_Settings settings);
bool game_instance_join_session(Game_Instance *instance, const char *session_id);
void game_instance_stop_session(Game_Instance *instance);
bool game_instance_push_local_input(Game_Instance *instance, Simulation_Game_Input input);
bool game_instance_pop_local_input(Game_Instance *instance, Simulation_Game_Input *out_input);
void game_instance_clear_local_players(Game_Instance *instance);
bool game_instance_setup_local_player(Game_Instance *instance, uint16_t player_id);
bool game_instance_push_local_input(Game_Instance *instance, uint8_t local_player_index, Simulation_Game_Input input);
bool game_instance_pop_local_input(Game_Instance *instance, uint8_t local_player_index, Simulation_Game_Input *out_input);
#endif

View File

@@ -26,7 +26,7 @@ static void state_enter(Presentation_State *state) {
.offset = (Vector2) { 0, 0 },
.target = (Vector2) { 0, 0 },
.rotation = 0.0f,
.zoom = 3.0f
.zoom = 2.0f
};
// TODO: SS - Maybe put the textures in an array and index them using an enum?
@@ -43,6 +43,47 @@ static void state_enter(Presentation_State *state) {
assert(IsTextureValid(ctx->texture_snake_body));
}
static Simulation_Game_Input gather_input_for_local_player(uint8_t local_player_index) {
switch(local_player_index) {
case 0: {
return (Simulation_Game_Input) {
.up = IsKeyDown(KEY_W),
.down = IsKeyDown(KEY_S),
.right = IsKeyDown(KEY_D),
.left = IsKeyDown(KEY_A)
};
}
case 1: {
return (Simulation_Game_Input) {
.up = IsKeyDown(KEY_UP),
.down = IsKeyDown(KEY_DOWN),
.right = IsKeyDown(KEY_RIGHT),
.left = IsKeyDown(KEY_LEFT)
};
}
case 2: {
return (Simulation_Game_Input) {
.up = IsKeyDown(KEY_I),
.down = IsKeyDown(KEY_K),
.right = IsKeyDown(KEY_L),
.left = IsKeyDown(KEY_J)
};
}
case 3: {
return (Simulation_Game_Input) {
.up = IsKeyDown(KEY_T),
.down = IsKeyDown(KEY_G),
.right = IsKeyDown(KEY_H),
.left = IsKeyDown(KEY_F)
};
}
default: {
assert(false);
return (Simulation_Game_Input) {0};
}
}
}
static void state_tick(Presentation_State *state) {
Presentation_State_Ingame_Context *ctx = (Presentation_State_Ingame_Context *)state->context;
(void)ctx;
@@ -53,16 +94,31 @@ static void state_tick(Presentation_State *state) {
assert(session != NULL);
{ // Push local input to queue.
Simulation_Game_Input input = (Simulation_Game_Input) { // NOTE: SS - This needs to be slightly modified to support N local players.
.up = IsKeyDown(KEY_UP) || IsKeyDown(KEY_W),
.down = IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S),
.right = IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D),
.left = IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)
};
if(instance->amount_of_local_players == 1) { // If playing alone (either singleplayer or online-multiplayer), more inputs are allowed.
Simulation_Game_Input input = (Simulation_Game_Input) {
.up = IsKeyDown(KEY_UP) || IsKeyDown(KEY_W),
.down = IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S),
.right = IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D),
.left = IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)
};
if(!simulation_input_equal(input, ctx->prev_local_input)) {
game_instance_push_local_input(instance, input);
ctx->prev_local_input = input;
Locally_Controlled_Player *player = &instance->locally_controlled_players[0];
if(!simulation_input_equal(input, player->prev_input)) {
game_instance_push_local_input(instance, 0, input);
player->prev_input = input;
}
}
else if(instance->amount_of_local_players > 1) {
for(uint8_t i = 0; i < instance->amount_of_local_players; i++) {
Simulation_Game_Input input = gather_input_for_local_player(i);
Locally_Controlled_Player *player = &instance->locally_controlled_players[i];
if(!simulation_input_equal(input, player->prev_input)) {
game_instance_push_local_input(instance, i, input);
player->prev_input = input;
}
}
}
}
@@ -72,12 +128,14 @@ static void state_tick(Presentation_State *state) {
const double sim_dt = 1.0f / session->settings.tickrate;
while (ctx->simulation_accumulator >= sim_dt) {
// Pop input from instance's local_input_queue and set the local player's input to it, if we have one.
Simulation_Game_Input input = {0};
if(game_instance_pop_local_input(instance, &input)) {
// TODO: SS - We should probably check if this input is invalid for the snake. (pressing "go right" when going left, for example.)
// If it is invalid, the next input in the queue should be tried.
game_session_set_player_input(session, instance->local_player_id, input);
for(uint16_t i = 0; i < instance->amount_of_local_players; i++) {
// Pop input from local-player's input_queue and set the player's input to it, if we have one.
Simulation_Game_Input input = {0};
if(game_instance_pop_local_input(instance, i, &input)) {
// TODO: SS - We should probably check if this input is invalid for the snake. (pressing "go right" when going left, for example.)
// If it is invalid, the next input in the queue should be tried.
game_session_set_player_input(session, i, input);
}
}
game_session_tick(session);
@@ -325,6 +383,9 @@ static void state_render(Presentation_State *state) {
}
}
// TODO: SS - Let the main-camera follow the entity you're controlling?
// TODO: SS - Switch on 'sim_world->match_state'.
if(ctx->debug_draw_session_details) {
@@ -362,7 +423,7 @@ static void state_render(Presentation_State *state) {
networking->is_host ? "true" : "false",
networking->session_id,
networking->local_client_id,
instance->local_player_id,
instance->locally_controlled_players[0].player_id,
game_session_get_amount_of_active_players(session), sim_world->max_players
);
}

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@@ -10,7 +10,6 @@
typedef struct {
Game_Instance *game_instance;
double simulation_accumulator;
Simulation_Game_Input prev_local_input;
Camera2D main_camera;

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@@ -42,8 +42,8 @@ void game_session_init_default_settings(bool online, Game_Session_Settings *out_
out_settings->seed = 1337; // TODO: SS - Randomize.
out_settings->online = online;
out_settings->tickrate = 10.0;
out_settings->level_width = 64;
out_settings->level_height = 32;
out_settings->level_width = 128;
out_settings->level_height = 64;
out_settings->max_players = online ? 8 : 2;
}

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@@ -54,4 +54,9 @@ bool squeue_peek(const SQueue *q, void *out) {
void *src = (uint8_t*)q->buffer + q->head * q->element_size;
memcpy(out, src, q->element_size);
return true;
}
void squeue_clear(SQueue *q) {
void *t = NULL;
while(squeue_pop(q, t)) {}
}

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@@ -24,4 +24,6 @@ bool squeue_push(SQueue *q, const void *elem);
bool squeue_pop(SQueue *q, void *out);
bool squeue_peek(const SQueue *q, void *out);
void squeue_clear(SQueue *q);
#endif