446 lines
17 KiB
C
446 lines
17 KiB
C
#include "state_ingame.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <math.h>
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#include "third_party/raylib.h"
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#include "third_party/raygui.h"
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#include "session/game_session.h"
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#include "shared/wang_hash.h"
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#define GRID_CELL_SIZE 8
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#define ENTITY_PRESENTATION_Y_OFFSET -2
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static void state_enter(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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printf("Entered ingame.\n");
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printf("Setting up context ...\n");
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ctx->main_camera = (Camera2D) {
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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 = 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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// These should probably be loaded at start-up instead of here.
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ctx->texture_shadow_basic = LoadTexture("game/assets/sprites/spr_shadow_basic.png");
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assert(IsTextureValid(ctx->texture_shadow_basic));
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ctx->texture_grass = LoadTexture("game/assets/sprites/spr_floor_grass.png");
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assert(IsTextureValid(ctx->texture_grass));
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ctx->texture_apple = LoadTexture("game/assets/sprites/spr_food_apple.png");
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assert(IsTextureValid(ctx->texture_apple));
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ctx->texture_snake_head = LoadTexture("game/assets/sprites/spr_snake_head.png");
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assert(IsTextureValid(ctx->texture_snake_head));
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ctx->texture_snake_body = LoadTexture("game/assets/sprites/spr_snake_body.png");
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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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.right = IsKeyPressed(KEY_D),
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.left = IsKeyPressed(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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.right = IsKeyPressed(KEY_RIGHT),
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.left = IsKeyPressed(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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.right = IsKeyPressed(KEY_L),
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.left = IsKeyPressed(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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.right = IsKeyPressed(KEY_H),
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.left = IsKeyPressed(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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Game_Instance *instance = ctx->game_instance;
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assert(instance != NULL);
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Game_Session *session = instance->game_session;
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assert(session != NULL);
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{ // Push local input to queue.
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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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.right = IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D),
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.left = IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)
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};
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if(!simulation_input_empty(input)) {
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game_instance_push_local_input(instance, 0, 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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if(!simulation_input_empty(input)) {
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game_instance_push_local_input(instance, i, input);
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}
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}
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}
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}
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const double delta_time = GetFrameTime();
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ctx->simulation_accumulator += delta_time;
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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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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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game_instance_pop_local_input(instance, i, &input);
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game_session_set_player_input(session, i, input);
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}
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game_session_tick(session);
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ctx->simulation_accumulator -= sim_dt;
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}
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// TODO: SS - I believe that this is where we should send game-messages to the clients and the host.
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{ // TEMP: SS
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if(IsKeyPressed(KEY_TAB)) {
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ctx->debug_draw_session_details = !ctx->debug_draw_session_details;
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}
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if(IsKeyPressed(KEY_ESCAPE)) {
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// TODO: SS - Show pause-menu instead.
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presentation_state_machine_go_to(&presentation_state_main_menu);
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}
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}
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}
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uint32_t floor_texture_variant(uint32_t x, uint32_t y, uint32_t seed, uint32_t num_variants) {
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return (wang_hash(x * 73856093u ^ y * 19349663u ^ seed)) % num_variants;
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}
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Color get_tint_for_player_id(uint16_t player_id) { // TODO: SS - Could get values from 'the active color-palette'.
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switch(player_id) {
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case 0: {
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return (Color) { 255, 135, 102, 255 };
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}
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case 1: {
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return (Color) { 230, 204, 138, 255 };
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}
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case 3: {
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return (Color) { 240, 236, 226, 255 };
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}
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case 4: {
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return (Color) { 77, 106, 148, 255 };
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}
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case 5: {
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return (Color) { 36, 43, 74, 255 };
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}
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case 6: {
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return (Color) { 153, 92, 149, 255 };
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}
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case 7: {
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return (Color) { 245, 79, 79, 255 };
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}
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case 8: {
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return (Color) { 53, 121, 133, 255 };
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}
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default: {
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return (Color) { 82, 33, 110, 255 };
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}
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}
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}
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#define SHADOW_ALPHA 64
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static void state_render(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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ClearBackground((Color) { 240, 236, 226, 255 });
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Game_Instance *instance = ctx->game_instance;
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Game_Session *session = instance->game_session;
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Simulation_World *sim_world = &session->simulation_world;
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assert(sim_world != NULL);
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Game_World *world = sim_world->game_world;
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assert(world != NULL);
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Grid *grid = &world->grid;
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uint32_t grid_total_size = grid->width * grid->height;
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BeginMode2D(ctx->main_camera); {
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// Render the level.
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for(uint32_t i = 0; i < grid_total_size; i++) {
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uint32_t x = i % grid->width;
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uint32_t y = i / grid->width;
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uint32_t pres_x = x * GRID_CELL_SIZE;
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uint32_t pres_y = y * GRID_CELL_SIZE;
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uint32_t random_floor_index = floor_texture_variant(x, y, world->seed, 4);
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DrawTextureRec(
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ctx->texture_grass,
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(Rectangle) { GRID_CELL_SIZE * random_floor_index, 0, GRID_CELL_SIZE, GRID_CELL_SIZE },
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(Vector2) { pres_x, pres_y },
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WHITE
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);
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DrawRectangleLines(pres_x, pres_y, GRID_CELL_SIZE, GRID_CELL_SIZE, (Color) { 0, 0, 0, 2 }); // TODO: SS - Let the user customize the alpha locally.
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}
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for(uint32_t i = 0; i < grid_total_size; i++) {
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uint32_t x = i % grid->width;
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uint32_t y = i / grid->width;
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uint32_t pres_x = x * GRID_CELL_SIZE;
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uint32_t pres_y = y * GRID_CELL_SIZE;
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Grid_Cell *cell = &grid->cells[i];
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if(cell->entity != NULL) {
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Entity *entity = cell->entity;
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switch(entity->type) {
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case Entity_Type_Snake_Head: {
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Color tint = (Color) { 255, 255, 255, 255 };
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// Set the snake's tint based on player-index.
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for(uint16_t i = 0; i < world->max_players; i++) {
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Game_World_Player *player = &world->players[i];
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if(!player->active) {
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continue;
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}
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if(player->entity_id == entity->id) {
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tint = get_tint_for_player_id(i); // NOTE: SS - It's more like player-index. This needs to change if they're not sorted (but they are at the moment and I don't really plan on switching that up.)
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break;
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}
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}
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Vector2 origin = (Vector2) { GRID_CELL_SIZE/2, GRID_CELL_SIZE/2 };
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Entity *e = entity;
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uint16_t i = 0;
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while(e != NULL) { // Loop over all the body-parts of the snake, including the head.
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float sin_frequency = 0.0f;
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float sin_amplitude = 0.0f;
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uint32_t pres_x = e->x * GRID_CELL_SIZE;
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uint32_t pres_y = e->y * GRID_CELL_SIZE;
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Texture2D *texture = NULL;
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if(e->type == Entity_Type_Snake_Head) {
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texture = &ctx->texture_snake_head;
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}
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else {
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texture = &ctx->texture_snake_body;
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sin_frequency = 4.0f;
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sin_amplitude = 1.0f;
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}
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// Draw shadow.
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DrawTextureEx(
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ctx->texture_shadow_basic,
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(Vector2) { pres_x, pres_y },
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0.0f,
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1.0f,
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(Color) { 0, 0, 0, SHADOW_ALPHA }
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);
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float rotation = 0.0f;
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switch(e->move_direction){
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case Entity_Movement_Direction_None: {
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rotation = 0.0f;
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break;
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}
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case Entity_Movement_Direction_Up: {
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rotation = -90.0f;
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break;
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}
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case Entity_Movement_Direction_Down: {
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rotation = 90.0f;
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break;
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}
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case Entity_Movement_Direction_Right: {
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rotation = 0.0f;
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break;
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}
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case Entity_Movement_Direction_Left: {
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rotation = 180.0f;
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break;
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}
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}
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DrawTexturePro(
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*texture,
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(Rectangle) { // Source.
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0, 0, GRID_CELL_SIZE, GRID_CELL_SIZE
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},
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(Rectangle) { // Destination.
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pres_x + origin.x,
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pres_y + origin.y + ENTITY_PRESENTATION_Y_OFFSET - (sin((GetTime() + (float)(i) / 4.0) * sin_frequency)) * sin_amplitude,
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GRID_CELL_SIZE,
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GRID_CELL_SIZE
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},
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origin, // Origin.
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rotation, // Rotation.
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tint // Tint.
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);
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e = game_world_try_get_entity_by_id(world, e->child);
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i += 1;
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}
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// TODO: SS - Don't draw player-name if playing by yourself.
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// TODO: SS - Don't draw your own player-name, only others.
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{ // Draw player-name.
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const char *player_name = "player"; // NOTE: SS - Hardcoded.
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const uint32_t font_size = 8;
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int text_width = MeasureText(player_name, font_size);
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DrawText(player_name, pres_x - (float)text_width/2.0f + 4, pres_y - 16, font_size, (Color) { 255, 255, 255, 128 });
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}
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break;
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}
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case Entity_Type_Snake_Body: {
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break;
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}
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case Entity_Type_Food: {
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uint32_t flash = ((sin(GetTime() * 8) + 1)/2) * 32;
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Color tint = (Color) { 255-flash, 255-flash, 255-flash, 255 };
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Vector2 origin = (Vector2) { GRID_CELL_SIZE/2, GRID_CELL_SIZE/2 };
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// Draw shadow.
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DrawTextureEx(
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ctx->texture_shadow_basic,
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(Vector2) { pres_x, pres_y },
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0.0f,
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1.0f,
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(Color) { 0, 0, 0, SHADOW_ALPHA }
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);
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DrawTexturePro(
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ctx->texture_apple,
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(Rectangle) { // Source.
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0, 0, GRID_CELL_SIZE, GRID_CELL_SIZE
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},
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(Rectangle) { // Destination.
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pres_x + origin.x,
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pres_y + origin.y + ENTITY_PRESENTATION_Y_OFFSET - ((sin((GetTime() + (x + y)) * 12) + 1)/2) * 1,
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GRID_CELL_SIZE,
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GRID_CELL_SIZE
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},
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origin, // Origin.
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0, // Rotation.
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tint // Tint.
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);
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break;
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}
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}
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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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char buf[2048];
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// Add generic info about the game to the buffer.
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uint32_t i = snprintf(&buf[0], sizeof(buf),
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"Match-state: %i\n"
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"Tick: %lu\n"
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"\n"
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"Seed: %u\n"
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"Level: %ux%u\n"
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"Tickrate: %.2f\n"
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,
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sim_world->match_state, sim_world->tick,
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sim_world->game_world->seed,
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sim_world->game_world->grid.width, sim_world->game_world->grid.height,
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session->settings.tickrate
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);
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// Now, write info specific to whether you're online or offline.
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if(session->settings.online) {
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Game_Networking *networking = &instance->game_networking;
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snprintf(&buf[i], sizeof(buf),
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"\n"
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"[Online]\n"
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"Host: %s\n"
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"Session-id: %s\n"
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"Client-id: %s\n"
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"\n"
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"Local player: %u\n"
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"Player count: %u / %u\n"
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,
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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->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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// Finally, draw the buffer to the screen (with nice shadowing!).
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DrawText(buf, 17, 17, 8, BLACK);
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DrawText(buf, 16, 16, 8, WHITE);
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}
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}
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EndMode2D();
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}
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static void state_exit(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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printf("Exiting ingame\n");
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UnloadTexture(ctx->texture_shadow_basic);
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UnloadTexture(ctx->texture_grass);
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UnloadTexture(ctx->texture_apple);
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UnloadTexture(ctx->texture_snake_head);
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UnloadTexture(ctx->texture_snake_body);
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game_instance_stop_session(ctx->game_instance);
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ctx->game_instance = NULL;
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}
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Presentation_State presentation_state_ingame;
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void presentation_state_ingame_init(Presentation_State_Ingame_Context *ctx) {
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presentation_state_ingame = (Presentation_State) {
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.name = "Ingame",
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.context = (void *)ctx,
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.enter = state_enter,
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.tick = state_tick,
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.render = state_render,
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.exit = state_exit
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};
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} |