Implement proof of concept screen movement

master
Louis Pearson 2022-08-06 02:48:16 -06:00
parent 7482a917ac
commit 109b3aade7
6 changed files with 58 additions and 108 deletions

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@ -240,6 +240,15 @@ pub fn toggle(this: *@This(), c: Cell) void {
} }
} }
pub fn clearMap(this: *@This()) void {
this.clear();
std.mem.set(u8, this.map, 0);
for (this.doors.items) |*door| {
door.enabled = false;
}
this.bridges.reset();
}
pub fn clear(this: *@This()) void { pub fn clear(this: *@This()) void {
std.mem.set(u8, this.levels, 0); std.mem.set(u8, this.levels, 0);
for (this.doors.items) |*door| { for (this.doors.items) |*door| {

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@ -148,6 +148,10 @@ var frame_fba_buf: [8192]u8 = undefined;
var frame_fba = std.heap.FixedBufferAllocator.init(&frame_fba_buf); var frame_fba = std.heap.FixedBufferAllocator.init(&frame_fba_buf);
var frame_alloc = frame_fba.allocator(); var frame_alloc = frame_fba.allocator();
var db_fba_buf: [1024]u8 = undefined;
var db_fba = std.heap.FixedBufferAllocator.init(&db_fba_buf);
var db_alloc = db_fba.allocator();
// Global vars // Global vars
var map: Map = undefined; var map: Map = undefined;
var circuit: Circuit = undefined; var circuit: Circuit = undefined;
@ -158,8 +162,9 @@ pub var player: Player = undefined;
var music = Music.Procedural.init(.C3, &Music.Minor, 83); var music = Music.Procedural.init(.C3, &Music.Minor, 83);
pub var wires = std.BoundedArray(Wire, 10).init(0) catch unreachable; pub var wires = std.BoundedArray(Wire, 10).init(0) catch unreachable;
var camera = Vec2{ 0, 0 }; var camera = Vec2{ 0, 0 };
var db: world.Database = undefined;
var level: world.Level = undefined; var level: world.Level = undefined;
var level_buf: []world.TileData = undefined;
const Coin = struct { pos: Pos, sprite: Sprite, anim: Anim, area: AABB }; const Coin = struct { pos: Pos, sprite: Sprite, anim: Anim, area: AABB };
pub var coins = std.BoundedArray(Coin, 20).init(0) catch unreachable; pub var coins = std.BoundedArray(Coin, 20).init(0) catch unreachable;
@ -196,6 +201,37 @@ const playerAnim = pac: {
break :pac animArr.slice(); break :pac animArr.slice();
}; };
fn loadLevel(lvl: usize) !void {
fba.reset();
map.clear();
circuit.clearMap();
level = try db.levelLoad(alloc, lvl);
try extract.extractLevel(.{
.alloc = frame_alloc,
.level = level,
.map = &map,
.circuit = &circuit,
.tileset = world.Tiles.Walls,
.conduit = world.Tiles.Conduit,
.plug = world.Tiles.Plugs,
.switch_off = world.Tiles.SwitchesOff,
.switch_on = world.Tiles.SwitchesOn,
});
}
fn moveLevel(direction: enum { L, R, U, D }, lvl: usize) !void {
try loadLevel(lvl);
// var momentum = player.pos.pos - player.pos.last;
switch (direction) {
.L => player.pos.pos[0] = 156,
.R => player.pos.pos[0] = 4,
.U => player.pos.pos[1] = 156,
.D => player.pos.pos[1] = 4,
}
player.pos.last = player.pos.pos;
}
pub fn start() !void { pub fn start() !void {
particles = try ParticleSystem.init(); particles = try ParticleSystem.init();
@ -213,21 +249,9 @@ pub fn start() !void {
map = Map.init(&map_buf, level_size); map = Map.init(&map_buf, level_size);
var db = try world.Database.init(alloc); db = try world.Database.init(db_alloc);
level = try db.levelLoad(alloc, 0); try loadLevel(0);
try extract.extractLevel(.{
.alloc = frame_alloc,
.level = level,
.map = &map,
.circuit = &circuit,
.tileset = world.Tiles.Walls,
.conduit = world.Tiles.Conduit,
.plug = world.Tiles.Plugs,
.switch_off = world.Tiles.SwitchesOff,
.switch_on = world.Tiles.SwitchesOn,
});
const spawnArr = level.getSpawn() orelse return error.NoPlayerSpawn; const spawnArr = level.getSpawn() orelse return error.NoPlayerSpawn;
const spawn = Vec2{ spawnArr[0], spawnArr[1] }; const spawn = Vec2{ spawnArr[0], spawnArr[1] };
@ -317,6 +341,7 @@ pub fn update(time: usize) !State {
physicsProcess(1, &player.pos, &player.physics); physicsProcess(1, &player.pos, &player.physics);
try manipulationProcess(&player.pos, &player.control); try manipulationProcess(&player.pos, &player.control);
controlProcess(time, &player.pos, &player.control, &player.physics, &player.kinematic); controlProcess(time, &player.pos, &player.control, &player.physics, &player.kinematic);
if (player.pos.pos[0] > 160 - 4) try moveLevel(.R, 1);
try kinematicProcess(1, &player.pos, &player.kinematic); try kinematicProcess(1, &player.pos, &player.kinematic);
controlAnimProcess(1, &player.sprite, &player.controlAnim, &player.control); controlAnimProcess(1, &player.sprite, &player.controlAnim, &player.control);
try particles.update(); try particles.update();

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@ -30,8 +30,10 @@ export fn update() void {
.Game => game.update(time) catch |e| switch (e) { .Game => game.update(time) catch |e| switch (e) {
error.Overflow => showErr(@errorName(e)), error.Overflow => showErr(@errorName(e)),
error.OutOfBounds => showErr(@errorName(e)), error.OutOfBounds => showErr(@errorName(e)),
// error.EndOfStream => showErr(@errorName(e)), error.EndOfStream => showErr(@errorName(e)),
error.OutOfMemory => showErr(@errorName(e)), error.OutOfMemory => showErr(@errorName(e)),
error.InvalidLevel => showErr(@errorName(e)),
error.NullTiles => showErr(@errorName(e)),
}, },
}; };
if (state != newState) { if (state != newState) {
@ -45,6 +47,7 @@ export fn update() void {
error.OutOfMemory => showErr(@errorName(e)), error.OutOfMemory => showErr(@errorName(e)),
error.NullTiles => showErr(@errorName(e)), error.NullTiles => showErr(@errorName(e)),
error.NoPlayerSpawn => showErr(@errorName(e)), error.NoPlayerSpawn => showErr(@errorName(e)),
error.InvalidLevel => showErr(@errorName(e)),
}, },
} }
} }

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@ -29,6 +29,10 @@ pub fn init(map: []u8, map_size: Vec2) @This() {
return this; return this;
} }
pub fn clear(this: *@This()) void {
std.mem.set(u8, this.tiles, 0);
}
pub fn reset(this: *@This(), initialState: []const u8) void { pub fn reset(this: *@This(), initialState: []const u8) void {
std.debug.assert(initialState.len == this.tiles.len); std.debug.assert(initialState.len == this.tiles.len);
std.mem.copy(u8, this.tiles, initialState); std.mem.copy(u8, this.tiles, initialState);

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@ -1,92 +0,0 @@
const extract = @import("extract.zig");
const world_data = @embedFile(@import("world_data").path);
const Circuit = @import("circuit.zig");
const input = @import("input.zig");
const Map = @import("map.zig");
const State = @import("main.zig").State;
const std = @import("std");
const w4 = @import("wasm4.zig");
const world = @import("world.zig");
const util = @import("util.zig");
const Vec2 = w4.Vec2;
var fba_buf: [4096]u8 = undefined;
var fba = std.heap.FixedBufferAllocator.init(&fba_buf);
var alloc = fba.allocator();
var frame_fba_buf: [4096]u8 = undefined;
var frame_fba = std.heap.FixedBufferAllocator.init(&frame_fba_buf);
var frame_alloc = frame_fba.allocator();
var map_buf: [400]u8 = undefined;
var map: Map = undefined;
var circuit_lvl_buf: [400]u8 = undefined;
var circuit_buf: [400]u8 = undefined;
var circuit: Circuit = undefined;
var circuit_options: Circuit.Options = undefined;
var level_size = Vec2{ 20, 20 };
pub fn start() !void {
circuit_options = .{
.map = &circuit_buf,
.levels = &circuit_lvl_buf,
.map_size = level_size,
.bridges = try alloc.alloc(Circuit.BridgeState, 5),
.sources = try alloc.alloc(util.Cell, 5),
.doors = try alloc.alloc(Circuit.DoorState, 5),
};
circuit = Circuit.init(circuit_options);
map = Map.init(&map_buf, level_size);
var stream = std.io.FixedBufferStream([]const u8){
.pos = 0,
.buffer = world_data,
};
const world_reader = stream.reader();
var level = try world.Level.read(world_reader);
var level_buf = try alloc.alloc(world.TileData, level.size);
try level.readTiles(world_reader, level_buf);
try extract.extractLevel(.{
.alloc = frame_alloc,
.level = level,
.map = &map,
.circuit = &circuit,
.tileset = world.AutoTileset.initOffsetFull(113),
.conduit = world.AutoTileset.initOffsetFull(97),
.plug = world.AutoTileset.initOffsetCardinal(17),
.switch_off = world.AutoTileset.initSwitches(&.{
29, // South-North
25, // South-West-North
27, // South-East-North
}, 2),
.switch_on = world.AutoTileset.initSwitches(&.{
30, // South-North
26, // South-West-North
28, // South-East-West
}, 2),
});
}
pub fn update(time: usize) !State {
_ = time;
// Reset the frame allocator
frame_fba.reset();
w4.DRAW_COLORS.* = 0x0004;
w4.rect(Vec2{ 0, 0 }, Vec2{ 160, 160 });
w4.DRAW_COLORS.* = 0x0001;
const camera = Vec2{ 0, 0 };
map.draw(camera);
circuit.draw(camera);
return .Game;
}

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@ -484,6 +484,7 @@ pub const Database = struct {
} }
pub fn levelInfo(db: *Database, level: usize) !Level { pub fn levelInfo(db: *Database, level: usize) !Level {
if (level > db.level_info.len) return error.InvalidLevel;
try db.cursor.seekTo(db.level_data_begin + db.level_info[level].offset); try db.cursor.seekTo(db.level_data_begin + db.level_info[level].offset);
const reader = db.cursor.reader(); const reader = db.cursor.reader();