Multiple local inputs. You can now play with your 3 friends locally, fighting over the same keyboard.
This commit is contained in:
@@ -2,20 +2,27 @@
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#include <assert.h>
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#define INPUT_QUEUE_CAPACITY 8
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void game_instance_init(Game_Instance *instance) {
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instance->local_player_id = 0xFFFF;
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// TODO: SS - Init input-queue.
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instance->amount_of_local_players = 0;
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instance->simulation_accumulator = 0.0f; // TODO: SS - Should probably be moved to the Ingame context.
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instance->game_session = NULL;
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memset(&instance->game_networking, 0, sizeof(Game_Networking));
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squeue_init(&instance->local_input_queue, 4, sizeof(Simulation_Game_Input));
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for(uint8_t i = 0; i < MAX_LOCAL_PLAYERS; i++) {
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Locally_Controlled_Player *locally_controlled_player = &instance->locally_controlled_players[i];
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squeue_init(
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&locally_controlled_player->input_queue,
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MAX_INPUTS_IN_QUEUE_PER_LOCAL_PLAYER,
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sizeof(Simulation_Game_Input)
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);
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}
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}
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void game_instance_dispose(Game_Instance *instance) {
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squeue_free(&instance->local_input_queue);
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for(uint8_t i = 0; i < MAX_LOCAL_PLAYERS; i++) {
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Locally_Controlled_Player *locally_controlled_player = &instance->locally_controlled_players[i];
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squeue_free(&locally_controlled_player->input_queue);
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}
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}
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bool game_instance_host_session(Game_Instance *instance, const Game_Session_Settings settings) {
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@@ -33,7 +40,7 @@ bool game_instance_host_session(Game_Instance *instance, const Game_Session_Sett
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return false;
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}
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instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session)); // LEAK
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instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session));
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if(settings.online) {
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if(instance->game_networking.api != NULL) {
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@@ -52,14 +59,25 @@ bool game_instance_host_session(Game_Instance *instance, const Game_Session_Sett
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return false;
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}
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instance->local_player_id = host_player_id;
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game_instance_clear_local_players(instance);
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assert(game_instance_setup_local_player(instance, host_player_id));
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}
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else {
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if(settings.max_players > MAX_LOCAL_PLAYERS) {
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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);
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free(instance->game_session);
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instance->game_session = NULL;
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return false;
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}
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game_session_init(instance->game_session, settings);
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// When playing locally/offline, create the player(s) here.
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game_instance_clear_local_players(instance);
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for(uint32_t i = 0; i < settings.max_players; i++) {
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// When playing locally/offline, create the player(s) here.
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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.
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uint16_t player_id = 0xFFFF;
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assert(game_session_create_player(instance->game_session, &player_id));
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assert(game_instance_setup_local_player(instance, player_id));
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}
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printf("Created %u local players.\n", settings.max_players);
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@@ -116,13 +134,44 @@ void game_instance_stop_session(Game_Instance *instance) {
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instance->game_session = NULL;
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}
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bool game_instance_push_local_input(Game_Instance *instance, Simulation_Game_Input input) {
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return squeue_push(&instance->local_input_queue, (void *)&input);
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void game_instance_clear_local_players(Game_Instance *instance) {
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instance->amount_of_local_players = 0;
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}
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bool game_instance_pop_local_input(Game_Instance *instance, Simulation_Game_Input *out_input) {
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bool game_instance_setup_local_player(Game_Instance *instance, uint16_t player_id) {
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if(instance->amount_of_local_players >= MAX_LOCAL_PLAYERS) {
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return false;
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}
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Locally_Controlled_Player *locally_controlled_player = &instance->locally_controlled_players[instance->amount_of_local_players];
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assert(locally_controlled_player != NULL);
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instance->amount_of_local_players += 1;
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locally_controlled_player->player_id = player_id;
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squeue_clear(&locally_controlled_player->input_queue);
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return true;
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}
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bool game_instance_push_local_input(Game_Instance *instance, uint8_t local_player_index, Simulation_Game_Input input) {
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assert(local_player_index < MAX_LOCAL_PLAYERS);
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assert(local_player_index < instance->amount_of_local_players);
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Locally_Controlled_Player *locally_controlled_player = &instance->locally_controlled_players[local_player_index];
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assert(locally_controlled_player != NULL);
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return squeue_push(&locally_controlled_player->input_queue, (void *)&input);
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}
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bool game_instance_pop_local_input(Game_Instance *instance, uint8_t local_player_index, Simulation_Game_Input *out_input) {
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assert(local_player_index < MAX_LOCAL_PLAYERS);
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assert(local_player_index < instance->amount_of_local_players);
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Locally_Controlled_Player *locally_controlled_player = &instance->locally_controlled_players[local_player_index];
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assert(locally_controlled_player != NULL);
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Simulation_Game_Input input = {0};
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if(!squeue_pop(&instance->local_input_queue, (void *)&input)) {
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if(!squeue_pop(&locally_controlled_player->input_queue, (void *)&input)) {
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return false;
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}
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@@ -8,9 +8,18 @@
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#include "shared/squeue.h"
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#define MAX_LOCAL_PLAYERS 4
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#define MAX_INPUTS_IN_QUEUE_PER_LOCAL_PLAYER 4
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typedef struct {
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uint16_t local_player_id; // TODO: SS - We need to modify this to support local multiplayer.
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SQueue local_input_queue;
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uint16_t player_id;
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SQueue input_queue;
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Simulation_Game_Input prev_input; // TODO: SS - Remove this and just peek the queue?
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} Locally_Controlled_Player;
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typedef struct {
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Locally_Controlled_Player locally_controlled_players[MAX_LOCAL_PLAYERS];
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uint8_t amount_of_local_players;
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double simulation_accumulator;
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@@ -23,10 +32,12 @@ void game_instance_dispose(Game_Instance *instance);
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bool game_instance_host_session(Game_Instance *instance, const Game_Session_Settings settings);
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bool game_instance_join_session(Game_Instance *instance, const char *session_id);
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void game_instance_stop_session(Game_Instance *instance);
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bool game_instance_push_local_input(Game_Instance *instance, Simulation_Game_Input input);
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bool game_instance_pop_local_input(Game_Instance *instance, Simulation_Game_Input *out_input);
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void game_instance_clear_local_players(Game_Instance *instance);
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bool game_instance_setup_local_player(Game_Instance *instance, uint16_t player_id);
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bool game_instance_push_local_input(Game_Instance *instance, uint8_t local_player_index, Simulation_Game_Input input);
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bool game_instance_pop_local_input(Game_Instance *instance, uint8_t local_player_index, Simulation_Game_Input *out_input);
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#endif
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@@ -26,7 +26,7 @@ static void state_enter(Presentation_State *state) {
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.offset = (Vector2) { 0, 0 },
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.target = (Vector2) { 0, 0 },
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.rotation = 0.0f,
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.zoom = 3.0f
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.zoom = 2.0f
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};
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// TODO: SS - Maybe put the textures in an array and index them using an enum?
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@@ -43,6 +43,47 @@ static void state_enter(Presentation_State *state) {
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assert(IsTextureValid(ctx->texture_snake_body));
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}
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static Simulation_Game_Input gather_input_for_local_player(uint8_t local_player_index) {
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switch(local_player_index) {
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case 0: {
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return (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_W),
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.down = IsKeyDown(KEY_S),
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.right = IsKeyDown(KEY_D),
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.left = IsKeyDown(KEY_A)
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};
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}
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case 1: {
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return (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_UP),
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.down = IsKeyDown(KEY_DOWN),
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.right = IsKeyDown(KEY_RIGHT),
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.left = IsKeyDown(KEY_LEFT)
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};
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}
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case 2: {
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return (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_I),
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.down = IsKeyDown(KEY_K),
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.right = IsKeyDown(KEY_L),
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.left = IsKeyDown(KEY_J)
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};
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}
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case 3: {
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return (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_T),
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.down = IsKeyDown(KEY_G),
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.right = IsKeyDown(KEY_H),
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.left = IsKeyDown(KEY_F)
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};
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}
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default: {
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assert(false);
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return (Simulation_Game_Input) {0};
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}
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}
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}
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static void state_tick(Presentation_State *state) {
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Presentation_State_Ingame_Context *ctx = (Presentation_State_Ingame_Context *)state->context;
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(void)ctx;
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@@ -53,16 +94,31 @@ static void state_tick(Presentation_State *state) {
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assert(session != NULL);
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{ // Push local input to queue.
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Simulation_Game_Input input = (Simulation_Game_Input) { // NOTE: SS - This needs to be slightly modified to support N local players.
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.up = IsKeyDown(KEY_UP) || IsKeyDown(KEY_W),
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.down = IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S),
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.right = IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D),
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.left = IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)
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};
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if(instance->amount_of_local_players == 1) { // If playing alone (either singleplayer or online-multiplayer), more inputs are allowed.
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Simulation_Game_Input input = (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_UP) || IsKeyDown(KEY_W),
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.down = IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S),
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.right = IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D),
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.left = IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)
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};
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if(!simulation_input_equal(input, ctx->prev_local_input)) {
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game_instance_push_local_input(instance, input);
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ctx->prev_local_input = input;
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Locally_Controlled_Player *player = &instance->locally_controlled_players[0];
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if(!simulation_input_equal(input, player->prev_input)) {
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game_instance_push_local_input(instance, 0, input);
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player->prev_input = input;
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}
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}
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else if(instance->amount_of_local_players > 1) {
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for(uint8_t i = 0; i < instance->amount_of_local_players; i++) {
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Simulation_Game_Input input = gather_input_for_local_player(i);
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Locally_Controlled_Player *player = &instance->locally_controlled_players[i];
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if(!simulation_input_equal(input, player->prev_input)) {
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game_instance_push_local_input(instance, i, input);
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player->prev_input = input;
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}
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}
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}
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}
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@@ -72,12 +128,14 @@ static void state_tick(Presentation_State *state) {
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const double sim_dt = 1.0f / session->settings.tickrate;
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while (ctx->simulation_accumulator >= sim_dt) {
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// Pop input from instance's local_input_queue and set the local player's input to it, if we have one.
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Simulation_Game_Input input = {0};
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if(game_instance_pop_local_input(instance, &input)) {
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// TODO: SS - We should probably check if this input is invalid for the snake. (pressing "go right" when going left, for example.)
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// If it is invalid, the next input in the queue should be tried.
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game_session_set_player_input(session, instance->local_player_id, input);
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for(uint16_t i = 0; i < instance->amount_of_local_players; i++) {
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// Pop input from local-player's input_queue and set the player's input to it, if we have one.
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Simulation_Game_Input input = {0};
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if(game_instance_pop_local_input(instance, i, &input)) {
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// TODO: SS - We should probably check if this input is invalid for the snake. (pressing "go right" when going left, for example.)
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// If it is invalid, the next input in the queue should be tried.
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game_session_set_player_input(session, i, input);
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}
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}
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game_session_tick(session);
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@@ -325,6 +383,9 @@ static void state_render(Presentation_State *state) {
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}
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}
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// TODO: SS - Let the main-camera follow the entity you're controlling?
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// TODO: SS - Switch on 'sim_world->match_state'.
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if(ctx->debug_draw_session_details) {
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@@ -362,7 +423,7 @@ static void state_render(Presentation_State *state) {
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networking->is_host ? "true" : "false",
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networking->session_id,
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networking->local_client_id,
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instance->local_player_id,
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instance->locally_controlled_players[0].player_id,
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game_session_get_amount_of_active_players(session), sim_world->max_players
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);
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}
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@@ -10,7 +10,6 @@
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typedef struct {
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Game_Instance *game_instance;
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double simulation_accumulator;
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Simulation_Game_Input prev_local_input;
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Camera2D main_camera;
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@@ -42,8 +42,8 @@ void game_session_init_default_settings(bool online, Game_Session_Settings *out_
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out_settings->seed = 1337; // TODO: SS - Randomize.
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out_settings->online = online;
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out_settings->tickrate = 10.0;
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out_settings->level_width = 64;
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out_settings->level_height = 32;
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out_settings->level_width = 128;
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out_settings->level_height = 64;
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out_settings->max_players = online ? 8 : 2;
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}
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@@ -55,3 +55,8 @@ bool squeue_peek(const SQueue *q, void *out) {
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memcpy(out, src, q->element_size);
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return true;
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}
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void squeue_clear(SQueue *q) {
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void *t = NULL;
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while(squeue_pop(q, t)) {}
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}
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@@ -24,4 +24,6 @@ bool squeue_push(SQueue *q, const void *elem);
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bool squeue_pop(SQueue *q, void *out);
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bool squeue_peek(const SQueue *q, void *out);
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void squeue_clear(SQueue *q);
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#endif
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@@ -46,9 +46,9 @@ int main() {
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presentation_state_machine.current->tick(presentation_state_machine.current);
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}
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if(IsKeyPressed(KEY_F)) {
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ToggleFullscreen();
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}
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// if(IsKeyPressed(KEY_F)) { // TODO: SS - Add this back, but not 'F'.
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// ToggleFullscreen();
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// }
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// Render.
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BeginDrawing();
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