Really messed up those directions...
This commit is contained in:
parent
9717b88e22
commit
754286cabe
6
ecs.h
6
ecs.h
@ -102,10 +102,10 @@ static int haloo_ecs_newcomponent(haloo_ecs *ecs, void *component) {
|
||||
// components MUST be passed in the EXACT order the function expects them!
|
||||
#define HECS_RUNSYS(ecs, eid, func, ...) \
|
||||
{ \
|
||||
hecs_cidt _hecstemp[] = {__VA_ARGS__}; \
|
||||
const hecs_cidt _hecstemp[] = {__VA_ARGS__}; \
|
||||
const int _hecsnumargs = sizeof(_hecstemp) / sizeof(hecs_cidt); \
|
||||
hecs_cidt _hecsflags = 0; \
|
||||
for (int _hecsi = 0; _hecsi < sizeof(_hecstemp) / sizeof(hecs_cidt); \
|
||||
_hecsi++) { \
|
||||
for (int _hecsi = 0; _hecsi < _hecsnumargs; _hecsi++) { \
|
||||
_hecsflags |= _hecstemp[_hecsi]; \
|
||||
} \
|
||||
if (haloo_ecs_match(ecs, eid, _hecsflags)) { \
|
||||
|
170
maze.c
170
maze.c
@ -18,10 +18,10 @@
|
||||
// INteresting flags for performance comparisons
|
||||
#define FASTFILL
|
||||
|
||||
#define WIDTH 640
|
||||
#define HEIGHT 400
|
||||
#define WIDTH 320
|
||||
#define HEIGHT 200
|
||||
#define ASPECT ((float)WIDTH / HEIGHT)
|
||||
#define SCREENSCALE 1
|
||||
#define SCREENSCALE 3
|
||||
#define SWIDTH (WIDTH * SCREENSCALE)
|
||||
#define SHEIGHT (HEIGHT * SCREENSCALE)
|
||||
#define NEARCLIP 0.01
|
||||
@ -30,78 +30,69 @@
|
||||
#define AVGWEIGHT 0.85
|
||||
|
||||
// Game options
|
||||
#define MAZESIZE 31
|
||||
#define MAZESIZE 15
|
||||
#define HSCALE 2.0
|
||||
|
||||
// Maze grows down and to the right.
|
||||
#define MAZESOUTH 1
|
||||
// Maze grows in the positive direction
|
||||
#define MAZENORTH 1
|
||||
#define MAZEEAST 2
|
||||
#define MAZEVISIT 4
|
||||
|
||||
// When you rightshift these values, you "turn right"
|
||||
#define DIRNORTH 8
|
||||
#define DIREAST 4
|
||||
#define DIRSOUTH 2
|
||||
#define DIRWEST 1
|
||||
|
||||
#define STACKPUSH(s, t, v) s[t++] = v;
|
||||
|
||||
// everything in the maze is controlled by the CPU. As such, movement
|
||||
// is as simple as "go here by this time". No need to complicate the
|
||||
// components?
|
||||
// Allows movement in 3 dimensions
|
||||
// typedef struct {
|
||||
// struct vec3 pos;
|
||||
// struct vec3 vel;
|
||||
// } ecs_movement;
|
||||
|
||||
// Allows rotational movement only with yaw and pitch (in that order)
|
||||
// typedef struct {
|
||||
// struct vec2 rot;
|
||||
// struct vec2 rotvel;
|
||||
// } ecs_rotmovement;
|
||||
struct vec2i dirtovec(uint8_t dir) {
|
||||
struct vec2i result;
|
||||
switch (dir) {
|
||||
case DIREAST:
|
||||
vec2i(result.v, 1, 0);
|
||||
break;
|
||||
case DIRWEST:
|
||||
vec2i(result.v, -1, 0);
|
||||
break;
|
||||
case DIRNORTH:
|
||||
vec2i(result.v, 0, 1);
|
||||
break;
|
||||
case DIRSOUTH:
|
||||
vec2i(result.v, 0, -1);
|
||||
break;
|
||||
default:
|
||||
vec2i(result.v, 0, 0);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
// A general position within the maze, and a pointer to the maze itself.
|
||||
// Can be used to traverse the maze
|
||||
typedef struct {
|
||||
uint8_t *maze;
|
||||
int size;
|
||||
struct vec2i pos; // tile position within maze
|
||||
struct vec2i dir; // facing dir
|
||||
int size;
|
||||
uint8_t dir; // facing dir (see DIREAST/DIRSOUTH/etc);
|
||||
} ecs_maze;
|
||||
|
||||
// A component which can track progress towards some destination. Each
|
||||
// frame it is expected that the timer will decrease, and that on 0,
|
||||
// the destination should be reached
|
||||
// typedef struct {
|
||||
// int timer;
|
||||
// struct vec3 dst;
|
||||
// } ecs_destination;
|
||||
|
||||
// // A component that simply points back to an object instance. If combined
|
||||
// // with movement, will pull pos from objin at start of frame, then write
|
||||
// // pos back to obj at end of frame.
|
||||
// typedef haloo3d_obj_instance *ecs_objin;
|
||||
//
|
||||
// // Like objin, this component simply points to a camera. It will set the
|
||||
// // position AND rotation at the start of the frame, and pull the pos/
|
||||
// // rotation back into the camera at the end.
|
||||
// typedef haloo3d_camera *ecs_camera;
|
||||
|
||||
// typedef struct vec2i ecs_cpos;
|
||||
// typedef struct vec2i ecs_npos;
|
||||
// typedef struct vec2i ecs_cdir;
|
||||
// typedef struct vec2i ecs_ndir;
|
||||
// typedef haloo3d_obj_instance *ecs_objin;
|
||||
// typedef haloo3d_camera *ecs_cam;
|
||||
|
||||
int maze_visited(uint8_t *maze, int x, int y, int size) {
|
||||
return (maze[x + y * size] & MAZEVISIT) > 0;
|
||||
}
|
||||
|
||||
int maze_connected(uint8_t *maze, int x, int y, int size, struct vec2i move) {
|
||||
if (move.x == 1) {
|
||||
int maze_connected(uint8_t *maze, int x, int y, int size, uint8_t move) {
|
||||
if (move == DIREAST) {
|
||||
return (maze[x + y * size] & MAZEEAST) == 0;
|
||||
} else if (move.x == -1) {
|
||||
} else if (move == DIRWEST) {
|
||||
return (x > 0) && ((maze[x - 1 + y * size] & MAZEEAST) == 0);
|
||||
} else if (move.y == 1) {
|
||||
return (maze[x + y * size] & MAZESOUTH) == 0;
|
||||
} else if (move.y == -1) {
|
||||
return (y > 0) && ((maze[x + (y - 1) * size] & MAZESOUTH) == 0);
|
||||
} else if (move == DIRNORTH) {
|
||||
return (maze[x + y * size] & MAZENORTH) == 0;
|
||||
} else if (move == DIRSOUTH) {
|
||||
return (y > 0) && ((maze[x + (y - 1) * size] & MAZENORTH) == 0);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@ -111,7 +102,7 @@ int maze_connected(uint8_t *maze, int x, int y, int size, struct vec2i move) {
|
||||
void maze_generate(uint8_t *maze, int size) {
|
||||
const int mazesquare = (size) * (size);
|
||||
for (int i = 0; i < mazesquare; i++) {
|
||||
maze[i] = MAZESOUTH | MAZEEAST;
|
||||
maze[i] = MAZENORTH | MAZEEAST;
|
||||
}
|
||||
int *mazestack;
|
||||
mallocordie(mazestack, sizeof(int) * mazesquare);
|
||||
@ -124,7 +115,8 @@ void maze_generate(uint8_t *maze, int size) {
|
||||
int mazetop = 0;
|
||||
STACKPUSH(mazestack, mazetop, x + y * size);
|
||||
maze[x + y * size] |= MAZEVISIT;
|
||||
struct vec2i visitable[4];
|
||||
// struct vec2i visitable[4];
|
||||
uint8_t visitable[4];
|
||||
int visittop = 0;
|
||||
|
||||
// Now let's make a maze!
|
||||
@ -134,37 +126,34 @@ void maze_generate(uint8_t *maze, int size) {
|
||||
x = mazestack[mazetop] % size;
|
||||
y = mazestack[mazetop] / size;
|
||||
if (x > 0 && !maze_visited(maze, x - 1, y, size)) {
|
||||
visitable[visittop].x = -1;
|
||||
visitable[visittop++].y = 0;
|
||||
visitable[visittop++] = DIRWEST;
|
||||
}
|
||||
if (x < size - 1 && !maze_visited(maze, x + 1, y, size)) {
|
||||
visitable[visittop].x = 1;
|
||||
visitable[visittop++].y = 0;
|
||||
visitable[visittop++] = DIREAST;
|
||||
}
|
||||
if (y > 0 && !maze_visited(maze, x, y - 1, size)) {
|
||||
visitable[visittop].x = 0;
|
||||
visitable[visittop++].y = -1;
|
||||
visitable[visittop++] = DIRSOUTH;
|
||||
}
|
||||
if (y < size - 1 && !maze_visited(maze, x, y + 1, size)) {
|
||||
visitable[visittop].x = 0;
|
||||
visitable[visittop++].y = 1;
|
||||
visitable[visittop++] = DIRNORTH;
|
||||
}
|
||||
// You can generate a random location!
|
||||
if (visittop) {
|
||||
// Readd ourselves, we're moving
|
||||
STACKPUSH(mazestack, mazetop, x + y * size);
|
||||
struct vec2i movedir = visitable[rand() % visittop];
|
||||
uint8_t dir = visitable[rand() % visittop];
|
||||
struct vec2i movedir = dirtovec(dir);
|
||||
int nx = x + movedir.x;
|
||||
int ny = y + movedir.y;
|
||||
// Trust that the visitable array is always valid
|
||||
if (movedir.x == 1) { // Tear down east wall
|
||||
if (dir == DIREAST) { // Tear down east wall
|
||||
maze[x + y * size] &= ~MAZEEAST;
|
||||
} else if (movedir.x == -1) { // Move left and tear down east wall
|
||||
} else if (dir == DIRWEST) { // Move left and tear down east wall
|
||||
maze[(x - 1) + y * size] &= ~MAZEEAST;
|
||||
} else if (movedir.y == 1) { // tear down south wall
|
||||
maze[x + y * size] &= ~MAZESOUTH;
|
||||
} else if (movedir.y == -1) { // move up and tear down south wall
|
||||
maze[x + (y - 1) * size] &= ~MAZESOUTH;
|
||||
} else if (dir == DIRNORTH) { // tear down north wall
|
||||
maze[x + y * size] &= ~MAZENORTH;
|
||||
} else if (dir == DIRSOUTH) { // move down and tear down north wall
|
||||
maze[x + (y - 1) * size] &= ~MAZENORTH;
|
||||
}
|
||||
// Push onto stack and set visited
|
||||
STACKPUSH(mazestack, mazetop, nx + ny * size);
|
||||
@ -176,30 +165,21 @@ void maze_generate(uint8_t *maze, int size) {
|
||||
}
|
||||
|
||||
void maze_wall_generate(uint8_t *maze, int size, haloo3d_obj *obj) {
|
||||
// Simple: for each cell, we check if south or east is a wall. If so,
|
||||
// Simple: for each cell, we check if north or east is a wall. If so,
|
||||
// generate it. Also, generate walls for the north and west global wall
|
||||
struct vec2i dir;
|
||||
for (int y = 0; y < size; y++) {
|
||||
for (int x = 0; x < size; x++) {
|
||||
dir.x = 1;
|
||||
dir.y = 0;
|
||||
if (!maze_connected(maze, x, y, size, dir)) {
|
||||
haloo3d_gen_grid_quad(obj, x, y, dir);
|
||||
if (!maze_connected(maze, x, y, size, DIREAST)) {
|
||||
haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIREAST));
|
||||
}
|
||||
dir.x = 0;
|
||||
dir.y = 1;
|
||||
if (!maze_connected(maze, x, y, size, dir)) {
|
||||
haloo3d_gen_grid_quad(obj, x, y, dir);
|
||||
if (!maze_connected(maze, x, y, size, DIRNORTH)) {
|
||||
haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIRNORTH));
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < size; i++) {
|
||||
dir.x = -1;
|
||||
dir.y = 0;
|
||||
haloo3d_gen_grid_quad(obj, 0, i, dir);
|
||||
dir.x = 0;
|
||||
dir.y = -1;
|
||||
haloo3d_gen_grid_quad(obj, i, 0, dir);
|
||||
haloo3d_gen_grid_quad(obj, i, 0, dirtovec(DIRSOUTH));
|
||||
haloo3d_gen_grid_quad(obj, 0, i, dirtovec(DIRWEST));
|
||||
}
|
||||
}
|
||||
|
||||
@ -318,9 +298,9 @@ int main() { // int argc, char **argv) {
|
||||
unigi_graphics_init();
|
||||
unigi_window_create(res, "maze.exe"); // render.printbuf);
|
||||
|
||||
// render.camera.pos.y = 5;
|
||||
// render.camera.pitch = 2.2;
|
||||
// ceili->pos.y = -10;
|
||||
render.camera.pos.y = 5;
|
||||
render.camera.pitch = 2.2;
|
||||
ceili->pos.y = -10;
|
||||
|
||||
haloo3d_debugconsole_set(&dc, "obj/ceil/pos_y.f", &ceili->pos.y);
|
||||
|
||||
@ -329,19 +309,20 @@ int main() { // int argc, char **argv) {
|
||||
haloo_ecs_init(&ecs);
|
||||
|
||||
HECS_ADDNEWCOMPONENT(ecs_moveto, &ecs);
|
||||
HECS_ADDNEWCOMPONENT(ecs_rotateto, &ecs);
|
||||
// HECS_ADDNEWCOMPONENT(ecs_rotateto, &ecs);
|
||||
HECS_ADDNEWCOMPONENT(ecs_maze, &ecs);
|
||||
HECS_ADDNEWCOMPONENT(ecs_objin, &ecs);
|
||||
HECS_ADDNEWCOMPONENT(ecs_camera, &ecs);
|
||||
|
||||
hecs_eidt playerid = haloo_ecs_newentity(&ecs, 0);
|
||||
|
||||
// struct vec2i playerstart = {.x = 0, .y = 0};
|
||||
// struct vec2i playerface = {.x = 0, .y = -1};
|
||||
HECS_SETCOMPONENT(ecs_moveto, &ecs, playerid){
|
||||
.pos = render.camera.pos, .dst = render.camera.pos, .timer = 0};
|
||||
HECS_SETCOMPONENT(ecs_maze, &ecs, playerid){};
|
||||
//.maze = maze, .pos = playerstart, .size = MAZESIZE, .dir = DIRSOUTH};
|
||||
HECS_SETCOMPONENT(ecs_camera, &ecs, playerid) & render.camera;
|
||||
// HECS_SETCOMPONENT(ecs_cpos, &ecs, playerid){.x = 1, .y = 1};
|
||||
|
||||
// ecs_ndir_f);
|
||||
|
||||
// -----------------------------------
|
||||
// Actual rendering
|
||||
@ -383,12 +364,6 @@ int main() { // int argc, char **argv) {
|
||||
HECS_RUNSYS(&ecs, i, sys_ecs_objin_moveto, ecs_objin_f, ecs_moveto_f);
|
||||
HECS_RUNSYS(&ecs, i, sys_ecs_moveto, ecs_moveto_f);
|
||||
HECS_RUNSYS(&ecs, i, sys_ecs_moveto_objin, ecs_moveto_f, ecs_objin_f);
|
||||
// if (haloo_ecs_match(&ecs, i, ecs_moveto_f | ecs_objin_f)) {
|
||||
// sys_ecs_objin_moveto(&ecs, i, ecs_objin_f, ecs_moveto_f);
|
||||
// }
|
||||
// if (haloo_ecs_match(&ecs, i, ecs_moveto_f)) {
|
||||
// sys_ecs_moveto(&ecs, i, ecs_moveto_f);
|
||||
// }
|
||||
}
|
||||
|
||||
totaldrawn = 0;
|
||||
@ -440,6 +415,9 @@ int main() { // int argc, char **argv) {
|
||||
}
|
||||
}
|
||||
|
||||
// Just to get the compiler to STOP COMPLAINING about unused
|
||||
haloo_ecs_removeentity(&ecs, playerid); //, int eid)
|
||||
|
||||
haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
|
||||
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user