Files
snejk/src/game/presentation/states/state_ingame.c

446 lines
17 KiB
C

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