Initial commit
This commit is contained in:
49
src/engine/animation.c
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49
src/engine/animation.c
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@@ -0,0 +1,49 @@
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#include "engine/animation.h"
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void animation_set(Animation *a, const AnimDef *def) {
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if (a->def == def) return; /* don't restart same anim */
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a->def = def;
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a->current_frame = 0;
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a->timer = 0.0f;
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a->finished = false;
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}
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void animation_update(Animation *a, float dt) {
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if (!a->def || a->finished) return;
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a->timer += dt;
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while (a->timer >= a->def->frames[a->current_frame].duration) {
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float dur = a->def->frames[a->current_frame].duration;
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if (dur <= 0.0f) break; /* avoid infinite loop on zero-duration frames */
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a->timer -= dur;
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a->current_frame++;
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if (a->current_frame >= a->def->frame_count) {
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if (a->def->looping) {
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a->current_frame = 0;
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} else {
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a->current_frame = a->def->frame_count - 1;
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a->finished = true;
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a->timer = 0.0f;
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return;
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}
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}
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}
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}
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SDL_Rect animation_current_rect(const Animation *a) {
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if (!a->def || a->def->frame_count == 0) {
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return (SDL_Rect){0, 0, 0, 0};
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}
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return a->def->frames[a->current_frame].src;
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}
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bool animation_is_last_frame(const Animation *a) {
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if (!a->def) return true;
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return a->current_frame >= a->def->frame_count - 1;
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}
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SDL_Texture *animation_texture(const Animation *a) {
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if (!a->def) return NULL;
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return a->def->texture;
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}
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41
src/engine/animation.h
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41
src/engine/animation.h
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@@ -0,0 +1,41 @@
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#ifndef JNR_ANIMATION_H
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#define JNR_ANIMATION_H
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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typedef struct AnimFrame {
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SDL_Rect src; /* source rect in spritesheet */
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float duration; /* seconds this frame shows */
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} AnimFrame;
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typedef struct AnimDef {
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AnimFrame *frames;
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int frame_count;
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bool looping;
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SDL_Texture *texture; /* spritesheet for this anim (NULL = use default) */
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} AnimDef;
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typedef struct Animation {
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const AnimDef *def;
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int current_frame;
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float timer;
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bool finished;
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} Animation;
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/* Set a new animation definition (resets playback) */
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void animation_set(Animation *a, const AnimDef *def);
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/* Update animation timer, advance frames */
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void animation_update(Animation *a, float dt);
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/* Get the current frame's source rect */
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SDL_Rect animation_current_rect(const Animation *a);
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/* Check if this is the last frame (useful for one-shot anims) */
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bool animation_is_last_frame(const Animation *a);
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/* Get the texture for the current animation (NULL if none set) */
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SDL_Texture *animation_texture(const Animation *a);
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#endif /* JNR_ANIMATION_H */
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106
src/engine/assets.c
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106
src/engine/assets.c
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@@ -0,0 +1,106 @@
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#include "engine/assets.h"
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#include "config.h"
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#include <SDL2/SDL_image.h>
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#include <stdio.h>
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#include <string.h>
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typedef struct AssetEntry {
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char path[ASSET_PATH_MAX];
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SDL_Texture *texture;
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Sound sound;
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Music music;
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} AssetEntry;
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static AssetEntry s_assets[MAX_ASSETS];
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static int s_asset_count = 0;
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static SDL_Renderer *s_renderer = NULL;
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void assets_init(SDL_Renderer *renderer) {
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s_renderer = renderer;
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s_asset_count = 0;
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memset(s_assets, 0, sizeof(s_assets));
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/* Initialize SDL_image */
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int img_flags = IMG_INIT_PNG;
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if (!(IMG_Init(img_flags) & img_flags)) {
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fprintf(stderr, "IMG_Init failed: %s\n", IMG_GetError());
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}
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}
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static int find_asset(const char *path) {
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for (int i = 0; i < s_asset_count; i++) {
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if (strcmp(s_assets[i].path, path) == 0) {
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return i;
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}
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}
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return -1;
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}
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SDL_Texture *assets_get_texture(const char *path) {
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int idx = find_asset(path);
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if (idx >= 0) return s_assets[idx].texture;
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if (s_asset_count >= MAX_ASSETS) {
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fprintf(stderr, "Asset limit reached!\n");
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return NULL;
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}
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SDL_Texture *tex = IMG_LoadTexture(s_renderer, path);
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if (!tex) {
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fprintf(stderr, "Failed to load texture: %s (%s)\n", path, IMG_GetError());
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return NULL;
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}
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idx = s_asset_count++;
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strncpy(s_assets[idx].path, path, ASSET_PATH_MAX - 1);
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s_assets[idx].texture = tex;
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printf("Loaded texture: %s\n", path);
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return tex;
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}
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Sound assets_get_sound(const char *path) {
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int idx = find_asset(path);
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if (idx >= 0) return s_assets[idx].sound;
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if (s_asset_count >= MAX_ASSETS) {
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fprintf(stderr, "Asset limit reached!\n");
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return (Sound){0};
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}
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Sound s = audio_load_sound(path);
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idx = s_asset_count++;
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strncpy(s_assets[idx].path, path, ASSET_PATH_MAX - 1);
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s_assets[idx].sound = s;
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return s;
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}
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Music assets_get_music(const char *path) {
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int idx = find_asset(path);
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if (idx >= 0) return s_assets[idx].music;
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if (s_asset_count >= MAX_ASSETS) {
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fprintf(stderr, "Asset limit reached!\n");
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return (Music){0};
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}
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Music m = audio_load_music(path);
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idx = s_asset_count++;
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strncpy(s_assets[idx].path, path, ASSET_PATH_MAX - 1);
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s_assets[idx].music = m;
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return m;
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}
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void assets_free_all(void) {
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for (int i = 0; i < s_asset_count; i++) {
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if (s_assets[i].texture) {
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SDL_DestroyTexture(s_assets[i].texture);
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}
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/* Sound/Music chunks are freed by SDL_mixer on close */
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}
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s_asset_count = 0;
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memset(s_assets, 0, sizeof(s_assets));
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IMG_Quit();
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}
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22
src/engine/assets.h
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22
src/engine/assets.h
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@@ -0,0 +1,22 @@
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#ifndef JNR_ASSETS_H
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#define JNR_ASSETS_H
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#include <SDL2/SDL.h>
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#include "engine/audio.h"
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/* Initialize asset manager (call after engine_init) */
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void assets_init(SDL_Renderer *renderer);
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/* Load / retrieve cached texture by path */
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SDL_Texture *assets_get_texture(const char *path);
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/* Load / retrieve cached sound by path */
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Sound assets_get_sound(const char *path);
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/* Load / retrieve cached music by path */
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Music assets_get_music(const char *path);
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/* Free all loaded assets */
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void assets_free_all(void);
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#endif /* JNR_ASSETS_H */
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103
src/engine/audio.c
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103
src/engine/audio.c
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@@ -0,0 +1,103 @@
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#include "engine/audio.h"
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#include "config.h"
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#include <SDL2/SDL_mixer.h>
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#include <stdio.h>
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static bool s_initialized = false;
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bool audio_init(void) {
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/* Initialize MP3 (and OGG) decoder support */
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int mix_flags = MIX_INIT_MP3 | MIX_INIT_OGG;
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int mix_initted = Mix_Init(mix_flags);
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if ((mix_initted & mix_flags) != mix_flags) {
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fprintf(stderr, "Mix_Init: some formats not available: %s\n", Mix_GetError());
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/* Continue anyway — WAV still works */
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}
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if (Mix_OpenAudio(AUDIO_FREQUENCY, MIX_DEFAULT_FORMAT,
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AUDIO_CHANNELS, AUDIO_CHUNK_SIZE) < 0) {
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fprintf(stderr, "Mix_OpenAudio failed: %s\n", Mix_GetError());
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return false;
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}
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/* Log what SDL_mixer actually opened */
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{
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int freq, channels;
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Uint16 format;
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if (Mix_QuerySpec(&freq, &format, &channels)) {
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printf("Audio device: %d Hz, %d channels, format=0x%04X\n",
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freq, channels, format);
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}
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}
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Mix_AllocateChannels(MAX_SFX_CHANNELS);
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s_initialized = true;
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printf("Audio initialized.\n");
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return true;
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}
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Sound audio_load_sound(const char *path) {
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Sound s = {0};
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if (!s_initialized) return s;
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s.chunk = Mix_LoadWAV(path);
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if (!s.chunk) {
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fprintf(stderr, "Failed to load sound: %s (%s)\n", path, Mix_GetError());
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}
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return s;
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}
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Music audio_load_music(const char *path) {
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Music m = {0};
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if (!s_initialized) {
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fprintf(stderr, "audio_load_music: audio not initialized\n");
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return m;
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}
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m.music = Mix_LoadMUS(path);
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if (!m.music) {
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fprintf(stderr, "Failed to load music: %s (%s)\n", path, Mix_GetError());
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} else {
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printf("Loaded music: %s\n", path);
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}
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return m;
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}
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void audio_play_sound(Sound s, int volume) {
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if (!s_initialized || !s.chunk) return;
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int ch = Mix_PlayChannel(-1, (Mix_Chunk *)s.chunk, 0);
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if (ch >= 0) {
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Mix_Volume(ch, volume);
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}
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}
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void audio_play_music(Music m, bool loop) {
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if (!s_initialized) {
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fprintf(stderr, "audio_play_music: audio not initialized\n");
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return;
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}
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if (!m.music) {
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fprintf(stderr, "audio_play_music: music handle is NULL\n");
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return;
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}
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if (Mix_PlayMusic((Mix_Music *)m.music, loop ? -1 : 1) < 0) {
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fprintf(stderr, "Mix_PlayMusic failed: %s\n", Mix_GetError());
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}
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}
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void audio_stop_music(void) {
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if (!s_initialized) return;
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Mix_HaltMusic();
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}
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void audio_set_music_volume(int volume) {
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if (!s_initialized) return;
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Mix_VolumeMusic(volume);
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}
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void audio_shutdown(void) {
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if (!s_initialized) return;
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Mix_HaltMusic();
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Mix_CloseAudio();
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Mix_Quit();
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s_initialized = false;
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printf("Audio shut down.\n");
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}
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23
src/engine/audio.h
Normal file
23
src/engine/audio.h
Normal file
@@ -0,0 +1,23 @@
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#ifndef JNR_AUDIO_H
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#define JNR_AUDIO_H
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#include <stdbool.h>
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typedef struct Sound {
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void *chunk; /* Mix_Chunk* */
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} Sound;
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typedef struct Music {
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void *music; /* Mix_Music* */
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} Music;
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bool audio_init(void);
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Sound audio_load_sound(const char *path);
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Music audio_load_music(const char *path);
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void audio_play_sound(Sound s, int volume); /* 0-128, fire and forget */
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void audio_play_music(Music m, bool loop);
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void audio_stop_music(void);
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void audio_set_music_volume(int volume); /* 0-128 */
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void audio_shutdown(void);
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#endif /* JNR_AUDIO_H */
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90
src/engine/camera.c
Normal file
90
src/engine/camera.c
Normal file
@@ -0,0 +1,90 @@
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#include "engine/camera.h"
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#include <stdlib.h>
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#include <math.h>
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void camera_init(Camera *c, float vp_w, float vp_h) {
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c->pos = vec2_zero();
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c->viewport = vec2(vp_w, vp_h);
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c->bounds_min = vec2_zero();
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c->bounds_max = vec2(vp_w, vp_h); /* default: one screen */
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c->smoothing = 5.0f;
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c->deadzone = vec2(30.0f, 20.0f);
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c->look_ahead = vec2(40.0f, 0.0f);
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}
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void camera_set_bounds(Camera *c, float world_w, float world_h) {
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c->bounds_min = vec2_zero();
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c->bounds_max = vec2(world_w, world_h);
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}
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void camera_follow(Camera *c, Vec2 target, Vec2 velocity, float dt) {
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/* Target is the center point we want to follow */
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Vec2 desired;
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desired.x = target.x - c->viewport.x * 0.5f;
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desired.y = target.y - c->viewport.y * 0.5f;
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/* Look-ahead: shift camera in the direction of movement */
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if (velocity.x > 10.0f) desired.x += c->look_ahead.x;
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else if (velocity.x < -10.0f) desired.x -= c->look_ahead.x;
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/* Smooth follow using exponential decay */
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float t = 1.0f - expf(-c->smoothing * dt);
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c->pos = vec2_lerp(c->pos, desired, t);
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/* Clamp to world bounds */
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c->pos.x = clampf(c->pos.x, c->bounds_min.x,
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c->bounds_max.x - c->viewport.x);
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c->pos.y = clampf(c->pos.y, c->bounds_min.y,
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c->bounds_max.y - c->viewport.y);
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}
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Vec2 camera_world_to_screen(const Camera *c, Vec2 world_pos) {
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Vec2 screen = vec2_sub(world_pos, c->pos);
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/* Apply shake offset */
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screen.x += c->shake_offset.x;
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screen.y += c->shake_offset.y;
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return screen;
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}
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Vec2 camera_screen_to_world(const Camera *c, Vec2 screen_pos) {
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return vec2_add(screen_pos, c->pos);
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}
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/* ── Screen shake ────────────────────────────────── */
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static float randf_sym(void) {
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/* Random float in [-1, 1] */
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return ((float)rand() / (float)RAND_MAX) * 2.0f - 1.0f;
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||||
}
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||||
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||||
void camera_shake(Camera *c, float intensity, float duration) {
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/* Take the stronger shake if one is already active */
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if (intensity > c->shake_intensity || c->shake_timer <= 0) {
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c->shake_intensity = intensity;
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c->shake_timer = duration;
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}
|
||||
}
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||||
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void camera_update_shake(Camera *c, float dt) {
|
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if (c->shake_timer <= 0) {
|
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c->shake_offset = vec2_zero();
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return;
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||||
}
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||||
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c->shake_timer -= dt;
|
||||
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||||
/* Decay intensity as shake expires */
|
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float t = c->shake_timer > 0 ? c->shake_timer / 0.3f : 0; /* ~0.3s reference */
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if (t > 1.0f) t = 1.0f;
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float current = c->shake_intensity * t;
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/* Random offset, rounded to whole pixels for crisp pixel art */
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c->shake_offset.x = roundf(randf_sym() * current);
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||||
c->shake_offset.y = roundf(randf_sym() * current);
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||||
|
||||
if (c->shake_timer <= 0) {
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||||
c->shake_timer = 0;
|
||||
c->shake_intensity = 0;
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||||
c->shake_offset = vec2_zero();
|
||||
}
|
||||
}
|
||||
37
src/engine/camera.h
Normal file
37
src/engine/camera.h
Normal file
@@ -0,0 +1,37 @@
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#ifndef JNR_CAMERA_H
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#define JNR_CAMERA_H
|
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|
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#include "util/vec2.h"
|
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#include "config.h"
|
||||
|
||||
typedef struct Camera {
|
||||
Vec2 pos; /* world position of top-left corner */
|
||||
Vec2 viewport; /* screen dimensions in game pixels */
|
||||
Vec2 bounds_min; /* level bounds (top-left) */
|
||||
Vec2 bounds_max; /* level bounds (bottom-right) */
|
||||
float smoothing; /* higher = slower follow (0=instant) */
|
||||
Vec2 deadzone; /* half-size of deadzone rect */
|
||||
Vec2 look_ahead; /* pixels to lead in move direction */
|
||||
/* Screen shake */
|
||||
float shake_timer; /* remaining shake time */
|
||||
float shake_intensity; /* current max pixel offset */
|
||||
Vec2 shake_offset; /* current frame shake displacement */
|
||||
} Camera;
|
||||
|
||||
void camera_init(Camera *c, float vp_w, float vp_h);
|
||||
void camera_set_bounds(Camera *c, float world_w, float world_h);
|
||||
void camera_follow(Camera *c, Vec2 target, Vec2 velocity, float dt);
|
||||
|
||||
/* Convert world position to screen position */
|
||||
Vec2 camera_world_to_screen(const Camera *c, Vec2 world_pos);
|
||||
|
||||
/* Convert screen position to world position */
|
||||
Vec2 camera_screen_to_world(const Camera *c, Vec2 screen_pos);
|
||||
|
||||
/* Trigger screen shake (intensity in pixels, duration in seconds) */
|
||||
void camera_shake(Camera *c, float intensity, float duration);
|
||||
|
||||
/* Update shake (call once per frame, after camera_follow) */
|
||||
void camera_update_shake(Camera *c, float dt);
|
||||
|
||||
#endif /* JNR_CAMERA_H */
|
||||
177
src/engine/core.c
Normal file
177
src/engine/core.c
Normal file
@@ -0,0 +1,177 @@
|
||||
#include "engine/core.h"
|
||||
#include "engine/input.h"
|
||||
#include "engine/renderer.h"
|
||||
#include "engine/audio.h"
|
||||
#include "engine/assets.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#endif
|
||||
|
||||
Engine g_engine = {0};
|
||||
|
||||
static GameCallbacks s_callbacks = {0};
|
||||
|
||||
void engine_set_callbacks(GameCallbacks cb) {
|
||||
s_callbacks = cb;
|
||||
}
|
||||
|
||||
bool engine_init(void) {
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER) != 0) {
|
||||
fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
|
||||
return false;
|
||||
}
|
||||
|
||||
int win_w = SCREEN_WIDTH * WINDOW_SCALE;
|
||||
int win_h = SCREEN_HEIGHT * WINDOW_SCALE;
|
||||
|
||||
g_engine.window = SDL_CreateWindow(
|
||||
WINDOW_TITLE,
|
||||
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
win_w, win_h,
|
||||
SDL_WINDOW_SHOWN
|
||||
);
|
||||
if (!g_engine.window) {
|
||||
fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
|
||||
return false;
|
||||
}
|
||||
|
||||
g_engine.renderer = SDL_CreateRenderer(
|
||||
g_engine.window, -1,
|
||||
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC
|
||||
);
|
||||
if (!g_engine.renderer) {
|
||||
fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError());
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Set logical size for pixel-perfect scaling */
|
||||
SDL_RenderSetLogicalSize(g_engine.renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"); /* nearest neighbor */
|
||||
|
||||
/* Initialize subsystems */
|
||||
input_init();
|
||||
renderer_init(g_engine.renderer);
|
||||
audio_init();
|
||||
assets_init(g_engine.renderer);
|
||||
|
||||
g_engine.running = true;
|
||||
g_engine.tick = 0;
|
||||
g_engine.fps = 0.0f;
|
||||
|
||||
printf("Engine initialized: %dx%d (x%d scale)\n",
|
||||
SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_SCALE);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/* ── Frame-loop state (file-scope so engine_frame can access it) ── */
|
||||
static uint64_t s_freq;
|
||||
static uint64_t s_prev_time;
|
||||
static float s_accumulator;
|
||||
static float s_fps_timer;
|
||||
static int s_fps_frames;
|
||||
|
||||
/*
|
||||
* engine_frame -- execute exactly one iteration of the game loop.
|
||||
*
|
||||
* Called repeatedly by the platform layer:
|
||||
* Native : tight while-loop in engine_run()
|
||||
* Browser : emscripten_set_main_loop() via requestAnimationFrame
|
||||
*/
|
||||
static void engine_frame(void) {
|
||||
uint64_t current_time = SDL_GetPerformanceCounter();
|
||||
float frame_time = (float)(current_time - s_prev_time) / (float)s_freq;
|
||||
s_prev_time = current_time;
|
||||
|
||||
/* Clamp frame time to avoid spiral of death */
|
||||
if (frame_time > MAX_FRAME_SKIP * DT) {
|
||||
frame_time = MAX_FRAME_SKIP * DT;
|
||||
}
|
||||
|
||||
/* FPS counter */
|
||||
s_fps_timer += frame_time;
|
||||
s_fps_frames++;
|
||||
if (s_fps_timer >= 1.0f) {
|
||||
g_engine.fps = (float)s_fps_frames / s_fps_timer;
|
||||
s_fps_timer = 0.0f;
|
||||
s_fps_frames = 0;
|
||||
}
|
||||
|
||||
/* ── Input ────────────────────────────── */
|
||||
input_poll();
|
||||
if (input_quit_requested()) {
|
||||
g_engine.running = false;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
if (s_callbacks.shutdown) {
|
||||
s_callbacks.shutdown();
|
||||
}
|
||||
emscripten_cancel_main_loop();
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
/* ── Fixed timestep update ────────────── */
|
||||
s_accumulator += frame_time;
|
||||
while (s_accumulator >= DT) {
|
||||
if (s_callbacks.update) {
|
||||
s_callbacks.update(DT);
|
||||
}
|
||||
input_consume();
|
||||
g_engine.tick++;
|
||||
s_accumulator -= DT;
|
||||
}
|
||||
|
||||
/* ── Render ───────────────────────────── */
|
||||
g_engine.interpolation = s_accumulator / DT;
|
||||
renderer_clear();
|
||||
if (s_callbacks.render) {
|
||||
s_callbacks.render(g_engine.interpolation);
|
||||
}
|
||||
renderer_present();
|
||||
}
|
||||
|
||||
void engine_run(void) {
|
||||
if (s_callbacks.init) {
|
||||
s_callbacks.init();
|
||||
}
|
||||
|
||||
/* Initialise frame-loop timing state */
|
||||
s_freq = SDL_GetPerformanceFrequency();
|
||||
s_prev_time = SDL_GetPerformanceCounter();
|
||||
s_accumulator = 0.0f;
|
||||
s_fps_timer = 0.0f;
|
||||
s_fps_frames = 0;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
/*
|
||||
* Hand control to the browser's requestAnimationFrame loop.
|
||||
* fps=0 : match display refresh rate
|
||||
* simulate_infinite_loop=1 : don't return from this function
|
||||
* (so the rest of engine_run never executes until shutdown)
|
||||
*/
|
||||
emscripten_set_main_loop(engine_frame, 0, 1);
|
||||
#else
|
||||
while (g_engine.running) {
|
||||
engine_frame();
|
||||
}
|
||||
#endif
|
||||
|
||||
if (s_callbacks.shutdown) {
|
||||
s_callbacks.shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
void engine_shutdown(void) {
|
||||
assets_free_all();
|
||||
audio_shutdown();
|
||||
renderer_shutdown();
|
||||
input_shutdown();
|
||||
|
||||
if (g_engine.renderer) SDL_DestroyRenderer(g_engine.renderer);
|
||||
if (g_engine.window) SDL_DestroyWindow(g_engine.window);
|
||||
SDL_Quit();
|
||||
|
||||
printf("Engine shut down cleanly.\n");
|
||||
}
|
||||
40
src/engine/core.h
Normal file
40
src/engine/core.h
Normal file
@@ -0,0 +1,40 @@
|
||||
#ifndef JNR_CORE_H
|
||||
#define JNR_CORE_H
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
#include "config.h"
|
||||
|
||||
typedef struct Engine {
|
||||
bool running;
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
uint32_t tick; /* current physics tick */
|
||||
float interpolation; /* 0.0-1.0 for render interpolation */
|
||||
float fps; /* smoothed frames-per-second */
|
||||
} Engine;
|
||||
|
||||
/* Global engine instance */
|
||||
extern Engine g_engine;
|
||||
|
||||
bool engine_init(void);
|
||||
void engine_run(void);
|
||||
void engine_shutdown(void);
|
||||
|
||||
/* Called by the game layer - set these before engine_run() */
|
||||
typedef void (*GameInitFn)(void);
|
||||
typedef void (*GameUpdateFn)(float dt);
|
||||
typedef void (*GameRenderFn)(float interpolation);
|
||||
typedef void (*GameShutdownFn)(void);
|
||||
|
||||
typedef struct GameCallbacks {
|
||||
GameInitFn init;
|
||||
GameUpdateFn update;
|
||||
GameRenderFn render;
|
||||
GameShutdownFn shutdown;
|
||||
} GameCallbacks;
|
||||
|
||||
void engine_set_callbacks(GameCallbacks cb);
|
||||
|
||||
#endif /* JNR_CORE_H */
|
||||
89
src/engine/entity.c
Normal file
89
src/engine/entity.c
Normal file
@@ -0,0 +1,89 @@
|
||||
#include "engine/entity.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
void entity_manager_init(EntityManager *em) {
|
||||
memset(em, 0, sizeof(EntityManager));
|
||||
}
|
||||
|
||||
Entity *entity_spawn(EntityManager *em, EntityType type, Vec2 pos) {
|
||||
/* Find a free slot */
|
||||
for (int i = 0; i < MAX_ENTITIES; i++) {
|
||||
if (!em->entities[i].active) {
|
||||
Entity *e = &em->entities[i];
|
||||
memset(e, 0, sizeof(Entity));
|
||||
e->type = type;
|
||||
e->active = true;
|
||||
e->body.pos = pos;
|
||||
e->body.gravity_scale = 1.0f;
|
||||
e->health = 1;
|
||||
e->max_health = 1;
|
||||
if (i >= em->count) em->count = i + 1;
|
||||
return e;
|
||||
}
|
||||
}
|
||||
fprintf(stderr, "Warning: entity limit reached (%d)\n", MAX_ENTITIES);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void entity_destroy(EntityManager *em, Entity *e) {
|
||||
if (!e || !e->active) return;
|
||||
|
||||
/* Call type-specific destructor */
|
||||
if (em->destroy_fn[e->type]) {
|
||||
em->destroy_fn[e->type](e);
|
||||
}
|
||||
|
||||
e->active = false;
|
||||
e->type = ENT_NONE;
|
||||
|
||||
/* Shrink count if possible */
|
||||
while (em->count > 0 && !em->entities[em->count - 1].active) {
|
||||
em->count--;
|
||||
}
|
||||
}
|
||||
|
||||
void entity_update_all(EntityManager *em, float dt, const Tilemap *map) {
|
||||
for (int i = 0; i < em->count; i++) {
|
||||
Entity *e = &em->entities[i];
|
||||
if (!e->active) continue;
|
||||
|
||||
/* Check if dead */
|
||||
if (e->health <= 0 && !(e->flags & ENTITY_INVINCIBLE)) {
|
||||
e->flags |= ENTITY_DEAD;
|
||||
}
|
||||
|
||||
/* Call type-specific update */
|
||||
if (em->update_fn[e->type]) {
|
||||
em->update_fn[e->type](e, dt, map);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void entity_render_all(EntityManager *em, const Camera *cam) {
|
||||
for (int i = 0; i < em->count; i++) {
|
||||
Entity *e = &em->entities[i];
|
||||
if (!e->active) continue;
|
||||
|
||||
if (em->render_fn[e->type]) {
|
||||
em->render_fn[e->type](e, cam);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void entity_manager_clear(EntityManager *em) {
|
||||
for (int i = 0; i < em->count; i++) {
|
||||
if (em->entities[i].active) {
|
||||
entity_destroy(em, &em->entities[i]);
|
||||
}
|
||||
}
|
||||
em->count = 0;
|
||||
}
|
||||
|
||||
void entity_register(EntityManager *em, EntityType type,
|
||||
EntityUpdateFn update, EntityRenderFn render,
|
||||
EntityDestroyFn destroy) {
|
||||
em->update_fn[type] = update;
|
||||
em->render_fn[type] = render;
|
||||
em->destroy_fn[type] = destroy;
|
||||
}
|
||||
70
src/engine/entity.h
Normal file
70
src/engine/entity.h
Normal file
@@ -0,0 +1,70 @@
|
||||
#ifndef JNR_ENTITY_H
|
||||
#define JNR_ENTITY_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
#include "config.h"
|
||||
#include "engine/physics.h"
|
||||
#include "engine/animation.h"
|
||||
#include "util/vec2.h"
|
||||
|
||||
/* Forward declarations */
|
||||
typedef struct Tilemap Tilemap;
|
||||
typedef struct Camera Camera;
|
||||
|
||||
typedef enum EntityType {
|
||||
ENT_NONE = 0,
|
||||
ENT_PLAYER,
|
||||
ENT_ENEMY_GRUNT,
|
||||
ENT_ENEMY_FLYER,
|
||||
ENT_PROJECTILE,
|
||||
ENT_PICKUP,
|
||||
ENT_PARTICLE,
|
||||
ENT_TYPE_COUNT
|
||||
} EntityType;
|
||||
|
||||
/* Entity flags */
|
||||
#define ENTITY_INVINCIBLE (1 << 0)
|
||||
#define ENTITY_FACING_LEFT (1 << 1)
|
||||
#define ENTITY_DEAD (1 << 2)
|
||||
|
||||
typedef struct Entity {
|
||||
EntityType type;
|
||||
bool active;
|
||||
Body body;
|
||||
Animation anim;
|
||||
int health;
|
||||
int max_health;
|
||||
int damage;
|
||||
uint32_t flags;
|
||||
float timer; /* general-purpose timer */
|
||||
void *data; /* type-specific data pointer */
|
||||
} Entity;
|
||||
|
||||
/* Function pointer types for entity behaviors */
|
||||
typedef void (*EntityUpdateFn)(Entity *self, float dt, const Tilemap *map);
|
||||
typedef void (*EntityRenderFn)(Entity *self, const Camera *cam);
|
||||
typedef void (*EntityDestroyFn)(Entity *self);
|
||||
|
||||
typedef struct EntityManager {
|
||||
Entity entities[MAX_ENTITIES];
|
||||
int count;
|
||||
/* dispatch tables */
|
||||
EntityUpdateFn update_fn[ENT_TYPE_COUNT];
|
||||
EntityRenderFn render_fn[ENT_TYPE_COUNT];
|
||||
EntityDestroyFn destroy_fn[ENT_TYPE_COUNT];
|
||||
} EntityManager;
|
||||
|
||||
void entity_manager_init(EntityManager *em);
|
||||
Entity *entity_spawn(EntityManager *em, EntityType type, Vec2 pos);
|
||||
void entity_destroy(EntityManager *em, Entity *e);
|
||||
void entity_update_all(EntityManager *em, float dt, const Tilemap *map);
|
||||
void entity_render_all(EntityManager *em, const Camera *cam);
|
||||
void entity_manager_clear(EntityManager *em);
|
||||
|
||||
/* Register behavior functions for an entity type */
|
||||
void entity_register(EntityManager *em, EntityType type,
|
||||
EntityUpdateFn update, EntityRenderFn render,
|
||||
EntityDestroyFn destroy);
|
||||
|
||||
#endif /* JNR_ENTITY_H */
|
||||
99
src/engine/input.c
Normal file
99
src/engine/input.c
Normal file
@@ -0,0 +1,99 @@
|
||||
#include "engine/input.h"
|
||||
#include <string.h>
|
||||
|
||||
static bool s_current[ACTION_COUNT];
|
||||
static bool s_previous[ACTION_COUNT];
|
||||
|
||||
/*
|
||||
* Latched states: accumulate press/release events across frames
|
||||
* so that a press is never lost even if no update tick runs
|
||||
* during the frame it was detected.
|
||||
*/
|
||||
static bool s_latched_pressed[ACTION_COUNT];
|
||||
static bool s_latched_released[ACTION_COUNT];
|
||||
|
||||
static bool s_quit_requested;
|
||||
|
||||
/* Default key bindings (primary + alternate) */
|
||||
static SDL_Scancode s_bindings[ACTION_COUNT] = {
|
||||
[ACTION_LEFT] = SDL_SCANCODE_LEFT,
|
||||
[ACTION_RIGHT] = SDL_SCANCODE_RIGHT,
|
||||
[ACTION_UP] = SDL_SCANCODE_UP,
|
||||
[ACTION_DOWN] = SDL_SCANCODE_DOWN,
|
||||
[ACTION_JUMP] = SDL_SCANCODE_Z,
|
||||
[ACTION_SHOOT] = SDL_SCANCODE_X,
|
||||
[ACTION_DASH] = SDL_SCANCODE_C,
|
||||
[ACTION_PAUSE] = SDL_SCANCODE_ESCAPE,
|
||||
};
|
||||
|
||||
/* Alternate bindings (0 = no alternate) */
|
||||
static SDL_Scancode s_alt_bindings[ACTION_COUNT] = {
|
||||
[ACTION_SHOOT] = SDL_SCANCODE_SPACE,
|
||||
};
|
||||
|
||||
void input_init(void) {
|
||||
memset(s_current, 0, sizeof(s_current));
|
||||
memset(s_previous, 0, sizeof(s_previous));
|
||||
memset(s_latched_pressed, 0, sizeof(s_latched_pressed));
|
||||
memset(s_latched_released, 0, sizeof(s_latched_released));
|
||||
s_quit_requested = false;
|
||||
}
|
||||
|
||||
void input_poll(void) {
|
||||
/* Save previous state */
|
||||
memcpy(s_previous, s_current, sizeof(s_current));
|
||||
s_quit_requested = false;
|
||||
|
||||
/* Process SDL events */
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_QUIT:
|
||||
s_quit_requested = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* Read keyboard state */
|
||||
const Uint8 *keys = SDL_GetKeyboardState(NULL);
|
||||
for (int i = 0; i < ACTION_COUNT; i++) {
|
||||
s_current[i] = keys[s_bindings[i]];
|
||||
if (s_alt_bindings[i] && keys[s_alt_bindings[i]]) {
|
||||
s_current[i] = true;
|
||||
}
|
||||
|
||||
/* Latch edges: once set, stays true until consumed */
|
||||
if (s_current[i] && !s_previous[i]) {
|
||||
s_latched_pressed[i] = true;
|
||||
}
|
||||
if (!s_current[i] && s_previous[i]) {
|
||||
s_latched_released[i] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void input_consume(void) {
|
||||
/* Clear latched states after an update tick has read them */
|
||||
memset(s_latched_pressed, 0, sizeof(s_latched_pressed));
|
||||
memset(s_latched_released, 0, sizeof(s_latched_released));
|
||||
}
|
||||
|
||||
bool input_pressed(Action a) {
|
||||
return s_latched_pressed[a];
|
||||
}
|
||||
|
||||
bool input_held(Action a) {
|
||||
return s_current[a];
|
||||
}
|
||||
|
||||
bool input_released(Action a) {
|
||||
return s_latched_released[a];
|
||||
}
|
||||
|
||||
bool input_quit_requested(void) {
|
||||
return s_quit_requested;
|
||||
}
|
||||
|
||||
void input_shutdown(void) {
|
||||
/* Nothing to clean up */
|
||||
}
|
||||
30
src/engine/input.h
Normal file
30
src/engine/input.h
Normal file
@@ -0,0 +1,30 @@
|
||||
#ifndef JNR_INPUT_H
|
||||
#define JNR_INPUT_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
typedef enum Action {
|
||||
ACTION_LEFT,
|
||||
ACTION_RIGHT,
|
||||
ACTION_UP,
|
||||
ACTION_DOWN,
|
||||
ACTION_JUMP,
|
||||
ACTION_SHOOT,
|
||||
ACTION_DASH,
|
||||
ACTION_PAUSE,
|
||||
ACTION_COUNT
|
||||
} Action;
|
||||
|
||||
void input_init(void);
|
||||
void input_poll(void); /* call once per frame before updates */
|
||||
void input_consume(void); /* call after each fixed update tick */
|
||||
bool input_pressed(Action a); /* pressed since last consume */
|
||||
bool input_held(Action a); /* currently held down */
|
||||
bool input_released(Action a); /* released since last consume */
|
||||
void input_shutdown(void);
|
||||
|
||||
/* Returns true if SDL_QUIT was received */
|
||||
bool input_quit_requested(void);
|
||||
|
||||
#endif /* JNR_INPUT_H */
|
||||
296
src/engine/parallax.c
Normal file
296
src/engine/parallax.c
Normal file
@@ -0,0 +1,296 @@
|
||||
#include "engine/parallax.h"
|
||||
#include "engine/camera.h"
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <string.h>
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846
|
||||
#endif
|
||||
|
||||
/* ── Helpers ─────────────────────────────────────────── */
|
||||
|
||||
static float randf(void) {
|
||||
return (float)rand() / (float)RAND_MAX;
|
||||
}
|
||||
|
||||
static uint8_t clamp_u8(int v) {
|
||||
if (v < 0) return 0;
|
||||
if (v > 255) return 255;
|
||||
return (uint8_t)v;
|
||||
}
|
||||
|
||||
/* ── Init / Free ─────────────────────────────────────── */
|
||||
|
||||
void parallax_init(Parallax *p) {
|
||||
memset(p, 0, sizeof(Parallax));
|
||||
}
|
||||
|
||||
void parallax_set_far(Parallax *p, SDL_Texture *tex, float scroll_x, float scroll_y) {
|
||||
p->far_layer.texture = tex;
|
||||
p->far_layer.scroll_x = scroll_x;
|
||||
p->far_layer.scroll_y = scroll_y;
|
||||
p->far_layer.active = true;
|
||||
p->far_layer.owns_texture = false; /* asset manager owns it */
|
||||
SDL_QueryTexture(tex, NULL, NULL, &p->far_layer.tex_w, &p->far_layer.tex_h);
|
||||
}
|
||||
|
||||
void parallax_set_near(Parallax *p, SDL_Texture *tex, float scroll_x, float scroll_y) {
|
||||
p->near_layer.texture = tex;
|
||||
p->near_layer.scroll_x = scroll_x;
|
||||
p->near_layer.scroll_y = scroll_y;
|
||||
p->near_layer.active = true;
|
||||
p->near_layer.owns_texture = false; /* asset manager owns it */
|
||||
SDL_QueryTexture(tex, NULL, NULL, &p->near_layer.tex_w, &p->near_layer.tex_h);
|
||||
}
|
||||
|
||||
/* ── Procedural star generation ──────────────────────── */
|
||||
|
||||
void parallax_generate_stars(Parallax *p, SDL_Renderer *renderer) {
|
||||
/* Create a 640x360 texture (screen-sized, tiles seamlessly) */
|
||||
int w = SCREEN_WIDTH;
|
||||
int h = SCREEN_HEIGHT;
|
||||
|
||||
SDL_Texture *tex = SDL_CreateTexture(renderer,
|
||||
SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
|
||||
if (!tex) return;
|
||||
|
||||
SDL_SetRenderTarget(renderer, tex);
|
||||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
||||
|
||||
/* Clear to transparent (bg_color will show through) */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
/* Seed for reproducible star patterns */
|
||||
unsigned int saved_seed = (unsigned int)rand();
|
||||
srand(42);
|
||||
|
||||
/* Small dim stars (distant) — lots of them */
|
||||
for (int i = 0; i < 120; i++) {
|
||||
int x = (int)(randf() * w);
|
||||
int y = (int)(randf() * h);
|
||||
uint8_t brightness = (uint8_t)(100 + (int)(randf() * 80));
|
||||
/* Slight color tints: bluish, yellowish, or white */
|
||||
uint8_t r = brightness, g = brightness, b = brightness;
|
||||
float tint = randf();
|
||||
if (tint < 0.2f) {
|
||||
b = clamp_u8(brightness + 40); /* blue tint */
|
||||
} else if (tint < 0.35f) {
|
||||
r = clamp_u8(brightness + 30);
|
||||
g = clamp_u8(brightness + 20); /* warm tint */
|
||||
}
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, (uint8_t)(150 + (int)(randf() * 105)));
|
||||
SDL_Rect dot = {x, y, 1, 1};
|
||||
SDL_RenderFillRect(renderer, &dot);
|
||||
}
|
||||
|
||||
/* Medium stars */
|
||||
for (int i = 0; i < 30; i++) {
|
||||
int x = (int)(randf() * w);
|
||||
int y = (int)(randf() * h);
|
||||
uint8_t brightness = (uint8_t)(180 + (int)(randf() * 75));
|
||||
uint8_t r = brightness, g = brightness, b = brightness;
|
||||
float tint = randf();
|
||||
if (tint < 0.25f) {
|
||||
b = 255; r = clamp_u8(brightness - 20); /* blue star */
|
||||
} else if (tint < 0.4f) {
|
||||
r = 255; g = clamp_u8(brightness - 10); /* warm star */
|
||||
}
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
|
||||
SDL_Rect dot = {x, y, 1, 1};
|
||||
SDL_RenderFillRect(renderer, &dot);
|
||||
/* Cross-halo for slightly brighter stars */
|
||||
if (randf() < 0.4f) {
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, 80);
|
||||
SDL_Rect h1 = {x - 1, y, 3, 1};
|
||||
SDL_Rect h2 = {x, y - 1, 1, 3};
|
||||
SDL_RenderFillRect(renderer, &h1);
|
||||
SDL_RenderFillRect(renderer, &h2);
|
||||
}
|
||||
}
|
||||
|
||||
/* Bright feature stars (few, prominent) */
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int x = (int)(randf() * w);
|
||||
int y = (int)(randf() * h);
|
||||
/* Core pixel */
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
SDL_Rect core = {x, y, 2, 2};
|
||||
SDL_RenderFillRect(renderer, &core);
|
||||
/* Glow cross */
|
||||
uint8_t glow_a = (uint8_t)(120 + (int)(randf() * 80));
|
||||
float tint = randf();
|
||||
uint8_t gr = 200, gg = 210, gb = 255; /* default blue-white */
|
||||
if (tint < 0.3f) { gr = 255; gg = 220; gb = 180; } /* warm */
|
||||
SDL_SetRenderDrawColor(renderer, gr, gg, gb, glow_a);
|
||||
SDL_Rect cross_h = {x - 1, y, 4, 2};
|
||||
SDL_Rect cross_v = {x, y - 1, 2, 4};
|
||||
SDL_RenderFillRect(renderer, &cross_h);
|
||||
SDL_RenderFillRect(renderer, &cross_v);
|
||||
}
|
||||
|
||||
srand(saved_seed); /* restore randomness */
|
||||
|
||||
SDL_SetRenderTarget(renderer, NULL);
|
||||
SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
|
||||
|
||||
p->far_layer.texture = tex;
|
||||
p->far_layer.tex_w = w;
|
||||
p->far_layer.tex_h = h;
|
||||
p->far_layer.scroll_x = 0.05f;
|
||||
p->far_layer.scroll_y = 0.05f;
|
||||
p->far_layer.active = true;
|
||||
p->far_layer.owns_texture = true;
|
||||
}
|
||||
|
||||
/* ── Procedural nebula generation ────────────────────── */
|
||||
|
||||
void parallax_generate_nebula(Parallax *p, SDL_Renderer *renderer) {
|
||||
int w = SCREEN_WIDTH;
|
||||
int h = SCREEN_HEIGHT;
|
||||
|
||||
SDL_Texture *tex = SDL_CreateTexture(renderer,
|
||||
SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
|
||||
if (!tex) return;
|
||||
|
||||
SDL_SetRenderTarget(renderer, tex);
|
||||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
||||
|
||||
/* Clear to transparent */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
unsigned int saved_seed = (unsigned int)rand();
|
||||
srand(137);
|
||||
|
||||
/* Paint soft nebula blobs — clusters of semi-transparent rects
|
||||
* that overlap to create soft, cloudy shapes */
|
||||
|
||||
/* Nebula color palette (space purples, blues, teals) */
|
||||
typedef struct { uint8_t r, g, b; } NebColor;
|
||||
NebColor palette[] = {
|
||||
{ 60, 20, 100}, /* deep purple */
|
||||
{ 30, 40, 120}, /* dark blue */
|
||||
{ 20, 60, 90}, /* teal */
|
||||
{ 80, 15, 60}, /* magenta */
|
||||
{ 40, 50, 100}, /* slate blue */
|
||||
};
|
||||
int palette_count = sizeof(palette) / sizeof(palette[0]);
|
||||
|
||||
/* Paint 4-5 nebula clouds */
|
||||
for (int cloud = 0; cloud < 5; cloud++) {
|
||||
float cx = randf() * w;
|
||||
float cy = randf() * h;
|
||||
NebColor col = palette[cloud % palette_count];
|
||||
|
||||
/* Each cloud is ~30-50 overlapping soft rects */
|
||||
int blobs = 30 + (int)(randf() * 20);
|
||||
for (int b = 0; b < blobs; b++) {
|
||||
float angle = randf() * (float)(2.0 * M_PI);
|
||||
float dist = randf() * 80.0f + randf() * 40.0f;
|
||||
int bx = (int)(cx + cosf(angle) * dist);
|
||||
int by = (int)(cy + sinf(angle) * dist);
|
||||
int bw = 8 + (int)(randf() * 20);
|
||||
int bh = 8 + (int)(randf() * 16);
|
||||
|
||||
/* Vary color slightly per blob */
|
||||
uint8_t br = clamp_u8(col.r + (int)(randf() * 30 - 15));
|
||||
uint8_t bg = clamp_u8(col.g + (int)(randf() * 30 - 15));
|
||||
uint8_t bb = clamp_u8(col.b + (int)(randf() * 30 - 15));
|
||||
uint8_t ba = (uint8_t)(8 + (int)(randf() * 18)); /* very subtle */
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, br, bg, bb, ba);
|
||||
SDL_Rect rect = {bx - bw / 2, by - bh / 2, bw, bh};
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
}
|
||||
|
||||
/* Scattered dust particles (tiny dim dots between clouds) */
|
||||
for (int i = 0; i < 60; i++) {
|
||||
int x = (int)(randf() * w);
|
||||
int y = (int)(randf() * h);
|
||||
NebColor col = palette[(int)(randf() * palette_count)];
|
||||
SDL_SetRenderDrawColor(renderer, col.r, col.g, col.b,
|
||||
(uint8_t)(30 + (int)(randf() * 40)));
|
||||
SDL_Rect dot = {x, y, 2, 2};
|
||||
SDL_RenderFillRect(renderer, &dot);
|
||||
}
|
||||
|
||||
srand(saved_seed);
|
||||
|
||||
SDL_SetRenderTarget(renderer, NULL);
|
||||
SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
|
||||
|
||||
p->near_layer.texture = tex;
|
||||
p->near_layer.tex_w = w;
|
||||
p->near_layer.tex_h = h;
|
||||
p->near_layer.scroll_x = 0.15f;
|
||||
p->near_layer.scroll_y = 0.10f;
|
||||
p->near_layer.active = true;
|
||||
p->near_layer.owns_texture = true;
|
||||
}
|
||||
|
||||
/* ── Render ──────────────────────────────────────────── */
|
||||
|
||||
static void render_layer(const ParallaxLayer *layer, const Camera *cam,
|
||||
SDL_Renderer *renderer) {
|
||||
if (!layer->active || !layer->texture) return;
|
||||
|
||||
int tw = layer->tex_w;
|
||||
int th = layer->tex_h;
|
||||
if (tw <= 0 || th <= 0) return;
|
||||
|
||||
/* Calculate scroll offset from camera position */
|
||||
float offset_x = cam->pos.x * layer->scroll_x;
|
||||
float offset_y = cam->pos.y * layer->scroll_y;
|
||||
|
||||
/* Wrap to texture bounds (fmod that handles negatives) */
|
||||
int ix = (int)offset_x % tw;
|
||||
int iy = (int)offset_y % th;
|
||||
if (ix < 0) ix += tw;
|
||||
if (iy < 0) iy += th;
|
||||
|
||||
/* Tile the texture across the screen.
|
||||
* We need to cover SCREEN_WIDTH x SCREEN_HEIGHT, starting
|
||||
* from the wrapped offset. Draw a 2x2 grid of tiles to
|
||||
* ensure full coverage regardless of offset. */
|
||||
for (int ty = -1; ty <= 1; ty++) {
|
||||
for (int tx = -1; tx <= 1; tx++) {
|
||||
SDL_Rect dst = {
|
||||
tx * tw - ix,
|
||||
ty * th - iy,
|
||||
tw,
|
||||
th
|
||||
};
|
||||
/* Skip tiles entirely off-screen */
|
||||
if (dst.x + dst.w < 0 || dst.x >= SCREEN_WIDTH) continue;
|
||||
if (dst.y + dst.h < 0 || dst.y >= SCREEN_HEIGHT) continue;
|
||||
|
||||
SDL_RenderCopy(renderer, layer->texture, NULL, &dst);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void parallax_render(const Parallax *p, const Camera *cam, SDL_Renderer *renderer) {
|
||||
if (!p || !cam) return;
|
||||
render_layer(&p->far_layer, cam, renderer);
|
||||
render_layer(&p->near_layer, cam, renderer);
|
||||
}
|
||||
|
||||
/* ── Free ────────────────────────────────────────────── */
|
||||
|
||||
void parallax_free(Parallax *p) {
|
||||
/* Only free textures we generated — asset manager owns file-loaded ones */
|
||||
if (p->far_layer.texture && p->far_layer.owns_texture) {
|
||||
SDL_DestroyTexture(p->far_layer.texture);
|
||||
}
|
||||
p->far_layer.texture = NULL;
|
||||
p->far_layer.active = false;
|
||||
|
||||
if (p->near_layer.texture && p->near_layer.owns_texture) {
|
||||
SDL_DestroyTexture(p->near_layer.texture);
|
||||
}
|
||||
p->near_layer.texture = NULL;
|
||||
p->near_layer.active = false;
|
||||
}
|
||||
46
src/engine/parallax.h
Normal file
46
src/engine/parallax.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#ifndef JNR_PARALLAX_H
|
||||
#define JNR_PARALLAX_H
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdbool.h>
|
||||
#include "config.h"
|
||||
|
||||
/* Forward declarations */
|
||||
typedef struct Camera Camera;
|
||||
|
||||
/* A single parallax layer */
|
||||
typedef struct ParallaxLayer {
|
||||
SDL_Texture *texture; /* the background image */
|
||||
int tex_w, tex_h; /* texture dimensions in pixels */
|
||||
float scroll_x; /* horizontal scroll factor (0=fixed, 1=full) */
|
||||
float scroll_y; /* vertical scroll factor */
|
||||
bool active; /* whether this layer is in use */
|
||||
bool owns_texture; /* true if we generated it (must free) */
|
||||
} ParallaxLayer;
|
||||
|
||||
/* Parallax background system — up to two layers */
|
||||
typedef struct Parallax {
|
||||
ParallaxLayer far_layer; /* distant background (stars) */
|
||||
ParallaxLayer near_layer; /* mid-ground background (nebula) */
|
||||
} Parallax;
|
||||
|
||||
/* Initialize parallax (zeroes everything) */
|
||||
void parallax_init(Parallax *p);
|
||||
|
||||
/* Set a layer from an existing texture (loaded via assets) */
|
||||
void parallax_set_far(Parallax *p, SDL_Texture *tex, float scroll_x, float scroll_y);
|
||||
void parallax_set_near(Parallax *p, SDL_Texture *tex, float scroll_x, float scroll_y);
|
||||
|
||||
/* Generate procedural starfield texture (far layer) */
|
||||
void parallax_generate_stars(Parallax *p, SDL_Renderer *renderer);
|
||||
|
||||
/* Generate procedural nebula/dust texture (near layer) */
|
||||
void parallax_generate_nebula(Parallax *p, SDL_Renderer *renderer);
|
||||
|
||||
/* Render both layers (call before tile/entity rendering) */
|
||||
void parallax_render(const Parallax *p, const Camera *cam, SDL_Renderer *renderer);
|
||||
|
||||
/* Free generated textures (not file-loaded ones — asset manager owns those) */
|
||||
void parallax_free(Parallax *p);
|
||||
|
||||
#endif /* JNR_PARALLAX_H */
|
||||
394
src/engine/particle.c
Normal file
394
src/engine/particle.c
Normal file
@@ -0,0 +1,394 @@
|
||||
#include "engine/particle.h"
|
||||
#include "engine/renderer.h"
|
||||
#include "engine/physics.h"
|
||||
#include "engine/camera.h"
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846
|
||||
#endif
|
||||
|
||||
static Particle s_particles[MAX_PARTICLES];
|
||||
|
||||
/* ── Helpers ─────────────────────────────────────────── */
|
||||
|
||||
static float randf(void) {
|
||||
return (float)rand() / (float)RAND_MAX;
|
||||
}
|
||||
|
||||
static float randf_range(float lo, float hi) {
|
||||
return lo + randf() * (hi - lo);
|
||||
}
|
||||
|
||||
static uint8_t clamp_u8(int v) {
|
||||
if (v < 0) return 0;
|
||||
if (v > 255) return 255;
|
||||
return (uint8_t)v;
|
||||
}
|
||||
|
||||
/* ── Core API ────────────────────────────────────────── */
|
||||
|
||||
void particle_init(void) {
|
||||
for (int i = 0; i < MAX_PARTICLES; i++) {
|
||||
s_particles[i].active = false;
|
||||
}
|
||||
}
|
||||
|
||||
static Particle *alloc_particle(void) {
|
||||
/* Find a free slot */
|
||||
for (int i = 0; i < MAX_PARTICLES; i++) {
|
||||
if (!s_particles[i].active) return &s_particles[i];
|
||||
}
|
||||
/* Steal the oldest (lowest remaining life) */
|
||||
float min_life = 1e9f;
|
||||
int min_idx = 0;
|
||||
for (int i = 0; i < MAX_PARTICLES; i++) {
|
||||
if (s_particles[i].life < min_life) {
|
||||
min_life = s_particles[i].life;
|
||||
min_idx = i;
|
||||
}
|
||||
}
|
||||
return &s_particles[min_idx];
|
||||
}
|
||||
|
||||
void particle_emit(const ParticleBurst *b) {
|
||||
for (int i = 0; i < b->count; i++) {
|
||||
Particle *p = alloc_particle();
|
||||
|
||||
/* Random angle within spread cone */
|
||||
float angle = b->direction + randf_range(-b->spread, b->spread);
|
||||
float speed = randf_range(b->speed_min, b->speed_max);
|
||||
|
||||
p->pos = b->origin;
|
||||
p->vel = vec2(cosf(angle) * speed, sinf(angle) * speed);
|
||||
p->life = randf_range(b->life_min, b->life_max);
|
||||
p->max_life = p->life;
|
||||
p->size = randf_range(b->size_min, b->size_max);
|
||||
p->drag = b->drag;
|
||||
p->gravity_scale = b->gravity_scale;
|
||||
p->active = true;
|
||||
|
||||
/* Color with optional variation */
|
||||
p->color = b->color;
|
||||
if (b->color_vary) {
|
||||
int vary = 30;
|
||||
p->color.r = clamp_u8(b->color.r + (int)randf_range(-vary, vary));
|
||||
p->color.g = clamp_u8(b->color.g + (int)randf_range(-vary, vary));
|
||||
p->color.b = clamp_u8(b->color.b + (int)randf_range(-vary, vary));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void particle_update(float dt) {
|
||||
float gravity = physics_get_gravity();
|
||||
|
||||
for (int i = 0; i < MAX_PARTICLES; i++) {
|
||||
Particle *p = &s_particles[i];
|
||||
if (!p->active) continue;
|
||||
|
||||
p->life -= dt;
|
||||
if (p->life <= 0) {
|
||||
p->active = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Apply gravity */
|
||||
p->vel.y += gravity * p->gravity_scale * dt;
|
||||
|
||||
/* Apply drag */
|
||||
if (p->drag > 0) {
|
||||
float factor = 1.0f - p->drag * dt;
|
||||
if (factor < 0) factor = 0;
|
||||
p->vel.x *= factor;
|
||||
p->vel.y *= factor;
|
||||
}
|
||||
|
||||
/* Move */
|
||||
p->pos.x += p->vel.x * dt;
|
||||
p->pos.y += p->vel.y * dt;
|
||||
}
|
||||
}
|
||||
|
||||
void particle_render(const Camera *cam) {
|
||||
for (int i = 0; i < MAX_PARTICLES; i++) {
|
||||
Particle *p = &s_particles[i];
|
||||
if (!p->active) continue;
|
||||
|
||||
/* Alpha fade based on remaining life */
|
||||
float t = p->life / p->max_life;
|
||||
SDL_Color c = p->color;
|
||||
c.a = (uint8_t)(t * 255.0f);
|
||||
|
||||
/* Shrink slightly as particle ages */
|
||||
float sz = p->size * (0.3f + 0.7f * t);
|
||||
if (sz < 0.5f) sz = 0.5f;
|
||||
|
||||
renderer_draw_rect(p->pos, vec2(sz, sz), c, LAYER_PARTICLES, cam);
|
||||
}
|
||||
}
|
||||
|
||||
void particle_clear(void) {
|
||||
for (int i = 0; i < MAX_PARTICLES; i++) {
|
||||
s_particles[i].active = false;
|
||||
}
|
||||
}
|
||||
|
||||
/* ── Presets ─────────────────────────────────────────── */
|
||||
|
||||
void particle_emit_death_puff(Vec2 pos, SDL_Color color) {
|
||||
ParticleBurst b = {
|
||||
.origin = pos,
|
||||
.count = 12,
|
||||
.speed_min = 30.0f,
|
||||
.speed_max = 100.0f,
|
||||
.life_min = 0.2f,
|
||||
.life_max = 0.5f,
|
||||
.size_min = 1.5f,
|
||||
.size_max = 3.5f,
|
||||
.spread = (float)M_PI, /* full circle */
|
||||
.direction = 0,
|
||||
.drag = 3.0f,
|
||||
.gravity_scale = 0.3f,
|
||||
.color = color,
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&b);
|
||||
}
|
||||
|
||||
void particle_emit_landing_dust(Vec2 pos) {
|
||||
ParticleBurst b = {
|
||||
.origin = pos,
|
||||
.count = 6,
|
||||
.speed_min = 20.0f,
|
||||
.speed_max = 60.0f,
|
||||
.life_min = 0.15f,
|
||||
.life_max = 0.35f,
|
||||
.size_min = 1.0f,
|
||||
.size_max = 2.5f,
|
||||
.spread = 0.6f, /* ~35 degrees */
|
||||
.direction = -(float)M_PI * 0.5f, /* upward */
|
||||
.drag = 4.0f,
|
||||
.gravity_scale = 0.0f,
|
||||
.color = {180, 170, 150, 255}, /* dusty tan */
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&b);
|
||||
}
|
||||
|
||||
void particle_emit_spark(Vec2 pos, SDL_Color color) {
|
||||
ParticleBurst b = {
|
||||
.origin = pos,
|
||||
.count = 5,
|
||||
.speed_min = 40.0f,
|
||||
.speed_max = 120.0f,
|
||||
.life_min = 0.1f,
|
||||
.life_max = 0.25f,
|
||||
.size_min = 1.0f,
|
||||
.size_max = 2.0f,
|
||||
.spread = (float)M_PI,
|
||||
.direction = 0,
|
||||
.drag = 2.0f,
|
||||
.gravity_scale = 0.5f,
|
||||
.color = color,
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&b);
|
||||
}
|
||||
|
||||
void particle_emit_jetpack_burst(Vec2 pos, Vec2 dash_dir) {
|
||||
/* Exhaust fires opposite to dash direction */
|
||||
float exhaust_angle = atan2f(-dash_dir.y, -dash_dir.x);
|
||||
|
||||
/* Big initial burst — hot core (white/yellow) */
|
||||
ParticleBurst core = {
|
||||
.origin = pos,
|
||||
.count = 18,
|
||||
.speed_min = 80.0f,
|
||||
.speed_max = 200.0f,
|
||||
.life_min = 0.15f,
|
||||
.life_max = 0.35f,
|
||||
.size_min = 2.0f,
|
||||
.size_max = 4.0f,
|
||||
.spread = 0.5f, /* ~30 degree cone */
|
||||
.direction = exhaust_angle,
|
||||
.drag = 3.0f,
|
||||
.gravity_scale = 0.1f,
|
||||
.color = {255, 220, 120, 255}, /* bright yellow */
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&core);
|
||||
|
||||
/* Outer plume — orange/red, wider spread */
|
||||
ParticleBurst plume = {
|
||||
.origin = pos,
|
||||
.count = 14,
|
||||
.speed_min = 50.0f,
|
||||
.speed_max = 150.0f,
|
||||
.life_min = 0.2f,
|
||||
.life_max = 0.45f,
|
||||
.size_min = 1.5f,
|
||||
.size_max = 3.5f,
|
||||
.spread = 0.8f, /* wider cone */
|
||||
.direction = exhaust_angle,
|
||||
.drag = 2.5f,
|
||||
.gravity_scale = 0.2f,
|
||||
.color = {255, 120, 40, 255}, /* orange */
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&plume);
|
||||
|
||||
/* Smoke tail — grey, slow, lingers */
|
||||
ParticleBurst smoke = {
|
||||
.origin = pos,
|
||||
.count = 8,
|
||||
.speed_min = 20.0f,
|
||||
.speed_max = 60.0f,
|
||||
.life_min = 0.3f,
|
||||
.life_max = 0.6f,
|
||||
.size_min = 2.0f,
|
||||
.size_max = 4.5f,
|
||||
.spread = 1.0f,
|
||||
.direction = exhaust_angle,
|
||||
.drag = 4.0f,
|
||||
.gravity_scale = -0.1f, /* slight float-up */
|
||||
.color = {160, 150, 140, 200}, /* smoke grey */
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&smoke);
|
||||
}
|
||||
|
||||
void particle_emit_jetpack_trail(Vec2 pos, Vec2 dash_dir) {
|
||||
/* Continuous trail — fewer particles per frame, same exhaust direction */
|
||||
float exhaust_angle = atan2f(-dash_dir.y, -dash_dir.x);
|
||||
|
||||
/* Hot sparks */
|
||||
ParticleBurst sparks = {
|
||||
.origin = pos,
|
||||
.count = 3,
|
||||
.speed_min = 60.0f,
|
||||
.speed_max = 160.0f,
|
||||
.life_min = 0.1f,
|
||||
.life_max = 0.25f,
|
||||
.size_min = 1.5f,
|
||||
.size_max = 3.0f,
|
||||
.spread = 0.4f,
|
||||
.direction = exhaust_angle,
|
||||
.drag = 3.0f,
|
||||
.gravity_scale = 0.1f,
|
||||
.color = {255, 200, 80, 255}, /* yellow-orange */
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&sparks);
|
||||
|
||||
/* Smoke wisps */
|
||||
ParticleBurst smoke = {
|
||||
.origin = pos,
|
||||
.count = 2,
|
||||
.speed_min = 15.0f,
|
||||
.speed_max = 40.0f,
|
||||
.life_min = 0.2f,
|
||||
.life_max = 0.4f,
|
||||
.size_min = 1.5f,
|
||||
.size_max = 3.5f,
|
||||
.spread = 0.7f,
|
||||
.direction = exhaust_angle,
|
||||
.drag = 3.5f,
|
||||
.gravity_scale = -0.1f,
|
||||
.color = {140, 130, 120, 180},
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&smoke);
|
||||
}
|
||||
|
||||
void particle_emit_muzzle_flash(Vec2 pos, Vec2 shoot_dir) {
|
||||
float angle = atan2f(shoot_dir.y, shoot_dir.x);
|
||||
|
||||
/* Perpendicular angle for the up/down flare lines */
|
||||
float perp = angle + (float)M_PI * 0.5f;
|
||||
|
||||
/* Forward beam flash — bright cyan, fast, tight cone */
|
||||
ParticleBurst beam = {
|
||||
.origin = pos,
|
||||
.count = 5,
|
||||
.speed_min = 120.0f,
|
||||
.speed_max = 250.0f,
|
||||
.life_min = 0.03f,
|
||||
.life_max = 0.07f,
|
||||
.size_min = 1.5f,
|
||||
.size_max = 2.5f,
|
||||
.spread = 0.15f, /* very tight forward */
|
||||
.direction = angle,
|
||||
.drag = 6.0f,
|
||||
.gravity_scale = 0.0f,
|
||||
.color = {100, 220, 255, 255}, /* cyan */
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&beam);
|
||||
|
||||
/* Vertical flare — perpendicular lines (up) */
|
||||
ParticleBurst flare_up = {
|
||||
.origin = pos,
|
||||
.count = 3,
|
||||
.speed_min = 60.0f,
|
||||
.speed_max = 140.0f,
|
||||
.life_min = 0.02f,
|
||||
.life_max = 0.06f,
|
||||
.size_min = 1.0f,
|
||||
.size_max = 2.0f,
|
||||
.spread = 0.12f,
|
||||
.direction = perp,
|
||||
.drag = 8.0f,
|
||||
.gravity_scale = 0.0f,
|
||||
.color = {160, 240, 255, 255}, /* light cyan */
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&flare_up);
|
||||
|
||||
/* Vertical flare — perpendicular lines (down) */
|
||||
ParticleBurst flare_down = flare_up;
|
||||
flare_down.direction = perp + (float)M_PI; /* opposite perpendicular */
|
||||
particle_emit(&flare_down);
|
||||
|
||||
/* Bright white core — instant pop at barrel */
|
||||
ParticleBurst core = {
|
||||
.origin = pos,
|
||||
.count = 2,
|
||||
.speed_min = 5.0f,
|
||||
.speed_max = 20.0f,
|
||||
.life_min = 0.03f,
|
||||
.life_max = 0.06f,
|
||||
.size_min = 2.5f,
|
||||
.size_max = 4.0f,
|
||||
.spread = (float)M_PI, /* all directions, stays near barrel */
|
||||
.direction = 0,
|
||||
.drag = 10.0f,
|
||||
.gravity_scale = 0.0f,
|
||||
.color = {200, 255, 255, 255}, /* white-cyan glow */
|
||||
.color_vary = false,
|
||||
};
|
||||
particle_emit(&core);
|
||||
}
|
||||
|
||||
void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir) {
|
||||
/* Small dust puffs pushed away from the wall */
|
||||
float away_angle = (wall_dir < 0) ? 0.0f : (float)M_PI; /* away from wall */
|
||||
|
||||
ParticleBurst dust = {
|
||||
.origin = pos,
|
||||
.count = 2,
|
||||
.speed_min = 15.0f,
|
||||
.speed_max = 40.0f,
|
||||
.life_min = 0.1f,
|
||||
.life_max = 0.25f,
|
||||
.size_min = 1.0f,
|
||||
.size_max = 2.0f,
|
||||
.spread = 0.8f,
|
||||
.direction = away_angle,
|
||||
.drag = 4.0f,
|
||||
.gravity_scale = -0.1f, /* slight float-up */
|
||||
.color = {180, 170, 150, 200}, /* dusty tan */
|
||||
.color_vary = true,
|
||||
};
|
||||
particle_emit(&dust);
|
||||
}
|
||||
82
src/engine/particle.h
Normal file
82
src/engine/particle.h
Normal file
@@ -0,0 +1,82 @@
|
||||
#ifndef JNR_PARTICLE_H
|
||||
#define JNR_PARTICLE_H
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdbool.h>
|
||||
#include "util/vec2.h"
|
||||
|
||||
/* Forward declaration */
|
||||
typedef struct Camera Camera;
|
||||
|
||||
#define MAX_PARTICLES 1024
|
||||
|
||||
/* A single particle — lightweight, no collision */
|
||||
typedef struct Particle {
|
||||
Vec2 pos;
|
||||
Vec2 vel;
|
||||
SDL_Color color;
|
||||
float life; /* remaining lifetime (seconds) */
|
||||
float max_life; /* initial lifetime (for alpha fade) */
|
||||
float size; /* render size in pixels */
|
||||
float drag; /* velocity damping per second (0-1) */
|
||||
float gravity_scale; /* 0 = no gravity, 1 = full gravity */
|
||||
bool active;
|
||||
} Particle;
|
||||
|
||||
/* Burst configuration for particle_emit() */
|
||||
typedef struct ParticleBurst {
|
||||
Vec2 origin; /* world position to emit from */
|
||||
int count; /* number of particles */
|
||||
float speed_min; /* min initial speed */
|
||||
float speed_max; /* max initial speed */
|
||||
float life_min; /* min lifetime */
|
||||
float life_max; /* max lifetime */
|
||||
float size_min; /* min particle size */
|
||||
float size_max; /* max particle size */
|
||||
float spread; /* cone half-angle in radians */
|
||||
float direction; /* base angle in radians (0=right) */
|
||||
float drag; /* velocity damping */
|
||||
float gravity_scale; /* gravity multiplier */
|
||||
SDL_Color color; /* base color */
|
||||
bool color_vary; /* randomly vary color slightly */
|
||||
} ParticleBurst;
|
||||
|
||||
/* Initialize the particle system */
|
||||
void particle_init(void);
|
||||
|
||||
/* Emit a burst of particles */
|
||||
void particle_emit(const ParticleBurst *burst);
|
||||
|
||||
/* Update all active particles */
|
||||
void particle_update(float dt);
|
||||
|
||||
/* Render all active particles */
|
||||
void particle_render(const Camera *cam);
|
||||
|
||||
/* Remove all active particles */
|
||||
void particle_clear(void);
|
||||
|
||||
/* ── Preset bursts for common effects ──────────────── */
|
||||
|
||||
/* Small puff of debris (enemy death, impact) */
|
||||
void particle_emit_death_puff(Vec2 pos, SDL_Color color);
|
||||
|
||||
/* Landing dust when player hits ground */
|
||||
void particle_emit_landing_dust(Vec2 pos);
|
||||
|
||||
/* Small spark burst (projectile hit wall) */
|
||||
void particle_emit_spark(Vec2 pos, SDL_Color color);
|
||||
|
||||
/* Jetpack exhaust burst (dash start — big plume opposite to dash_dir) */
|
||||
void particle_emit_jetpack_burst(Vec2 pos, Vec2 dash_dir);
|
||||
|
||||
/* Jetpack exhaust trail (call each frame while dashing) */
|
||||
void particle_emit_jetpack_trail(Vec2 pos, Vec2 dash_dir);
|
||||
|
||||
/* Muzzle flash (short bright burst in shoot direction) */
|
||||
void particle_emit_muzzle_flash(Vec2 pos, Vec2 shoot_dir);
|
||||
|
||||
/* Wall slide dust (small puffs while scraping against a wall) */
|
||||
void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir);
|
||||
|
||||
#endif /* JNR_PARTICLE_H */
|
||||
145
src/engine/physics.c
Normal file
145
src/engine/physics.c
Normal file
@@ -0,0 +1,145 @@
|
||||
#include "engine/physics.h"
|
||||
#include "engine/tilemap.h"
|
||||
#include "config.h"
|
||||
#include <math.h>
|
||||
|
||||
static float s_gravity = DEFAULT_GRAVITY;
|
||||
|
||||
void physics_init(void) {
|
||||
s_gravity = DEFAULT_GRAVITY;
|
||||
}
|
||||
|
||||
void physics_set_gravity(float gravity) {
|
||||
s_gravity = gravity;
|
||||
}
|
||||
|
||||
float physics_get_gravity(void) {
|
||||
return s_gravity;
|
||||
}
|
||||
|
||||
static void resolve_tilemap_x(Body *body, const Tilemap *map) {
|
||||
if (!map) return;
|
||||
|
||||
/* Check tiles the body overlaps after X movement */
|
||||
int left = world_to_tile(body->pos.x);
|
||||
int right = world_to_tile(body->pos.x + body->size.x - 1);
|
||||
int top = world_to_tile(body->pos.y);
|
||||
int bottom = world_to_tile(body->pos.y + body->size.y - 1);
|
||||
|
||||
body->on_wall_left = false;
|
||||
body->on_wall_right = false;
|
||||
|
||||
for (int ty = top; ty <= bottom; ty++) {
|
||||
for (int tx = left; tx <= right; tx++) {
|
||||
if (!tilemap_is_solid(map, tx, ty)) continue;
|
||||
|
||||
float tile_left = tile_to_world(tx);
|
||||
float tile_right = tile_to_world(tx + 1);
|
||||
|
||||
if (body->vel.x > 0) {
|
||||
/* Moving right -> push left */
|
||||
body->pos.x = tile_left - body->size.x;
|
||||
body->vel.x = 0;
|
||||
body->on_wall_right = true;
|
||||
} else if (body->vel.x < 0) {
|
||||
/* Moving left -> push right */
|
||||
body->pos.x = tile_right;
|
||||
body->vel.x = 0;
|
||||
body->on_wall_left = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void resolve_tilemap_y(Body *body, const Tilemap *map) {
|
||||
if (!map) return;
|
||||
|
||||
int left = world_to_tile(body->pos.x);
|
||||
int right = world_to_tile(body->pos.x + body->size.x - 1);
|
||||
int top = world_to_tile(body->pos.y);
|
||||
int bottom = world_to_tile(body->pos.y + body->size.y - 1);
|
||||
|
||||
body->on_ground = false;
|
||||
body->on_ceiling = false;
|
||||
|
||||
for (int ty = top; ty <= bottom; ty++) {
|
||||
for (int tx = left; tx <= right; tx++) {
|
||||
uint32_t flags = tilemap_flags_at(map, tx, ty);
|
||||
if (!(flags & TILE_SOLID)) {
|
||||
/* Check one-way platforms: only block when falling down */
|
||||
if ((flags & TILE_PLATFORM) && body->vel.y > 0) {
|
||||
float tile_top = tile_to_world(ty);
|
||||
float body_bottom = body->pos.y + body->size.y;
|
||||
/* Only resolve if we just crossed into the tile */
|
||||
if (body_bottom - body->vel.y * DT <= tile_top + 2.0f) {
|
||||
body->pos.y = tile_top - body->size.y;
|
||||
body->vel.y = 0;
|
||||
body->on_ground = true;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
float tile_top = tile_to_world(ty);
|
||||
float tile_bottom = tile_to_world(ty + 1);
|
||||
|
||||
if (body->vel.y > 0) {
|
||||
/* Falling -> land on top of tile */
|
||||
body->pos.y = tile_top - body->size.y;
|
||||
body->vel.y = 0;
|
||||
body->on_ground = true;
|
||||
} else if (body->vel.y < 0) {
|
||||
/* Rising -> bonk on ceiling */
|
||||
body->pos.y = tile_bottom;
|
||||
body->vel.y = 0;
|
||||
body->on_ceiling = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void physics_update(Body *body, float dt, const Tilemap *map) {
|
||||
/* Apply gravity */
|
||||
body->vel.y += s_gravity * body->gravity_scale * dt;
|
||||
|
||||
/* Clamp fall speed */
|
||||
if (body->vel.y > MAX_FALL_SPEED) {
|
||||
body->vel.y = MAX_FALL_SPEED;
|
||||
}
|
||||
|
||||
/* Move X, resolve X */
|
||||
body->pos.x += body->vel.x * dt;
|
||||
resolve_tilemap_x(body, map);
|
||||
|
||||
/* Move Y, resolve Y */
|
||||
body->pos.y += body->vel.y * dt;
|
||||
resolve_tilemap_y(body, map);
|
||||
|
||||
/* Ground-stick probe: if not detected as on_ground but vel.y is
|
||||
* near zero (just landed or standing), check one pixel below.
|
||||
* Prevents flickering between grounded/airborne each frame due to
|
||||
* sub-pixel gravity accumulation. */
|
||||
if (!body->on_ground && body->vel.y >= 0 && body->vel.y < s_gravity * dt * 2.0f && map) {
|
||||
int left = world_to_tile(body->pos.x);
|
||||
int right = world_to_tile(body->pos.x + body->size.x - 1);
|
||||
int probe = world_to_tile(body->pos.y + body->size.y + 1.0f);
|
||||
for (int tx = left; tx <= right; tx++) {
|
||||
if (tilemap_is_solid(map, tx, probe)) {
|
||||
body->on_ground = true;
|
||||
body->vel.y = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool physics_overlap(const Body *a, const Body *b) {
|
||||
return physics_aabb_overlap(a->pos, a->size, b->pos, b->size);
|
||||
}
|
||||
|
||||
bool physics_aabb_overlap(Vec2 pos_a, Vec2 size_a, Vec2 pos_b, Vec2 size_b) {
|
||||
return pos_a.x < pos_b.x + size_b.x &&
|
||||
pos_a.x + size_a.x > pos_b.x &&
|
||||
pos_a.y < pos_b.y + size_b.y &&
|
||||
pos_a.y + size_a.y > pos_b.y;
|
||||
}
|
||||
37
src/engine/physics.h
Normal file
37
src/engine/physics.h
Normal file
@@ -0,0 +1,37 @@
|
||||
#ifndef JNR_PHYSICS_H
|
||||
#define JNR_PHYSICS_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include "config.h"
|
||||
#include "util/vec2.h"
|
||||
|
||||
/* Forward declaration */
|
||||
typedef struct Tilemap Tilemap;
|
||||
|
||||
typedef struct Body {
|
||||
Vec2 pos; /* top-left of AABB */
|
||||
Vec2 vel; /* pixels per second */
|
||||
Vec2 size; /* AABB dimensions */
|
||||
float gravity_scale; /* 0 for flying, 1 for normal */
|
||||
bool on_ground;
|
||||
bool on_ceiling;
|
||||
bool on_wall_left;
|
||||
bool on_wall_right;
|
||||
} Body;
|
||||
|
||||
void physics_init(void);
|
||||
|
||||
/* Set / get the current world gravity (pixels/s^2) */
|
||||
void physics_set_gravity(float gravity);
|
||||
float physics_get_gravity(void);
|
||||
|
||||
/* Move body, apply gravity, resolve against tilemap */
|
||||
void physics_update(Body *body, float dt, const Tilemap *map);
|
||||
|
||||
/* Simple AABB overlap test between two bodies */
|
||||
bool physics_overlap(const Body *a, const Body *b);
|
||||
|
||||
/* Check if two AABBs defined by pos+size overlap */
|
||||
bool physics_aabb_overlap(Vec2 pos_a, Vec2 size_a, Vec2 pos_b, Vec2 size_b);
|
||||
|
||||
#endif /* JNR_PHYSICS_H */
|
||||
95
src/engine/renderer.c
Normal file
95
src/engine/renderer.c
Normal file
@@ -0,0 +1,95 @@
|
||||
#include "engine/renderer.h"
|
||||
#include "engine/camera.h"
|
||||
#include "config.h"
|
||||
#include <string.h>
|
||||
|
||||
static SDL_Renderer *s_renderer;
|
||||
|
||||
static Sprite s_queue[MAX_SPRITES];
|
||||
static int s_queue_count;
|
||||
static SDL_Color s_clear_color = {30, 30, 46, 255}; /* default dark blue */
|
||||
|
||||
void renderer_init(SDL_Renderer *r) {
|
||||
s_renderer = r;
|
||||
s_queue_count = 0;
|
||||
}
|
||||
|
||||
void renderer_set_clear_color(SDL_Color color) {
|
||||
s_clear_color = color;
|
||||
}
|
||||
|
||||
void renderer_clear(void) {
|
||||
SDL_SetRenderDrawColor(s_renderer,
|
||||
s_clear_color.r, s_clear_color.g, s_clear_color.b, s_clear_color.a);
|
||||
SDL_RenderClear(s_renderer);
|
||||
s_queue_count = 0;
|
||||
}
|
||||
|
||||
void renderer_submit(const Sprite *sprite) {
|
||||
if (s_queue_count >= MAX_SPRITES) return;
|
||||
s_queue[s_queue_count++] = *sprite;
|
||||
}
|
||||
|
||||
void renderer_flush(const Camera *cam) {
|
||||
/* Draw sprites layer by layer */
|
||||
for (int layer = 0; layer < LAYER_COUNT; layer++) {
|
||||
for (int i = 0; i < s_queue_count; i++) {
|
||||
Sprite *s = &s_queue[i];
|
||||
if ((int)s->layer != layer) continue;
|
||||
|
||||
/* Convert world to screen coords (HUD stays in screen space) */
|
||||
Vec2 screen_pos = s->pos;
|
||||
if (layer != LAYER_HUD && cam) {
|
||||
screen_pos = camera_world_to_screen(cam, s->pos);
|
||||
}
|
||||
|
||||
SDL_Rect dst = {
|
||||
(int)screen_pos.x,
|
||||
(int)screen_pos.y,
|
||||
(int)s->size.x,
|
||||
(int)s->size.y
|
||||
};
|
||||
|
||||
SDL_RendererFlip flip = SDL_FLIP_NONE;
|
||||
if (s->flip_x) flip |= SDL_FLIP_HORIZONTAL;
|
||||
if (s->flip_y) flip |= SDL_FLIP_VERTICAL;
|
||||
|
||||
if (s->alpha < 255) {
|
||||
SDL_SetTextureAlphaMod(s->texture, s->alpha);
|
||||
}
|
||||
|
||||
SDL_RenderCopyEx(s_renderer, s->texture, &s->src, &dst,
|
||||
s->rotation, NULL, flip);
|
||||
|
||||
if (s->alpha < 255) {
|
||||
SDL_SetTextureAlphaMod(s->texture, 255);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void renderer_present(void) {
|
||||
SDL_RenderPresent(s_renderer);
|
||||
}
|
||||
|
||||
void renderer_draw_rect(Vec2 pos, Vec2 size, SDL_Color color,
|
||||
DrawLayer layer, const Camera *cam) {
|
||||
Vec2 screen_pos = pos;
|
||||
if (layer != LAYER_HUD && cam) {
|
||||
screen_pos = camera_world_to_screen(cam, pos);
|
||||
}
|
||||
|
||||
SDL_Rect rect = {
|
||||
(int)screen_pos.x,
|
||||
(int)screen_pos.y,
|
||||
(int)size.x,
|
||||
(int)size.y
|
||||
};
|
||||
|
||||
SDL_SetRenderDrawColor(s_renderer, color.r, color.g, color.b, color.a);
|
||||
SDL_RenderFillRect(s_renderer, &rect);
|
||||
}
|
||||
|
||||
void renderer_shutdown(void) {
|
||||
s_queue_count = 0;
|
||||
}
|
||||
46
src/engine/renderer.h
Normal file
46
src/engine/renderer.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#ifndef JNR_RENDERER_H
|
||||
#define JNR_RENDERER_H
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdbool.h>
|
||||
#include "config.h"
|
||||
#include "util/vec2.h"
|
||||
|
||||
/* Forward declaration */
|
||||
typedef struct Camera Camera;
|
||||
|
||||
typedef enum DrawLayer {
|
||||
LAYER_BG_FAR, /* parallax background - far */
|
||||
LAYER_BG_NEAR, /* parallax background - near */
|
||||
LAYER_TILES_BG, /* tile background layer */
|
||||
LAYER_ENTITIES, /* players, enemies, items */
|
||||
LAYER_TILES_FG, /* tile foreground layer */
|
||||
LAYER_PARTICLES, /* effects */
|
||||
LAYER_HUD, /* UI overlay (screen-space) */
|
||||
LAYER_COUNT
|
||||
} DrawLayer;
|
||||
|
||||
typedef struct Sprite {
|
||||
SDL_Texture *texture;
|
||||
SDL_Rect src; /* source rect in spritesheet */
|
||||
Vec2 pos; /* world position (top-left) */
|
||||
Vec2 size; /* render size in world pixels */
|
||||
bool flip_x;
|
||||
bool flip_y;
|
||||
DrawLayer layer;
|
||||
uint8_t alpha; /* 0-255 */
|
||||
double rotation; /* degrees, clockwise */
|
||||
} Sprite;
|
||||
|
||||
void renderer_init(SDL_Renderer *r);
|
||||
void renderer_set_clear_color(SDL_Color color);
|
||||
void renderer_clear(void);
|
||||
void renderer_submit(const Sprite *sprite);
|
||||
void renderer_flush(const Camera *cam);
|
||||
void renderer_present(void);
|
||||
void renderer_shutdown(void);
|
||||
|
||||
/* Convenience: draw a filled rect (debug / HUD) */
|
||||
void renderer_draw_rect(Vec2 pos, Vec2 size, SDL_Color color, DrawLayer layer, const Camera *cam);
|
||||
|
||||
#endif /* JNR_RENDERER_H */
|
||||
219
src/engine/tilemap.c
Normal file
219
src/engine/tilemap.c
Normal file
@@ -0,0 +1,219 @@
|
||||
#include "engine/tilemap.h"
|
||||
#include "engine/camera.h"
|
||||
#include "engine/assets.h"
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
bool tilemap_load(Tilemap *map, const char *path, SDL_Renderer *renderer) {
|
||||
FILE *f = fopen(path, "r");
|
||||
if (!f) {
|
||||
fprintf(stderr, "Failed to open level: %s\n", path);
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(map, 0, sizeof(Tilemap));
|
||||
|
||||
char line[1024];
|
||||
char tileset_path[256] = {0};
|
||||
int current_layer = -1; /* 0=collision, 1=bg, 2=fg */
|
||||
int row = 0;
|
||||
|
||||
while (fgets(line, sizeof(line), f)) {
|
||||
/* Skip comments and empty lines */
|
||||
if (line[0] == '#' || line[0] == '\n' || line[0] == '\r') continue;
|
||||
|
||||
/* Parse directives */
|
||||
if (strncmp(line, "TILESET ", 8) == 0) {
|
||||
sscanf(line + 8, "%255s", tileset_path);
|
||||
} else if (strncmp(line, "SIZE ", 5) == 0) {
|
||||
sscanf(line + 5, "%d %d", &map->width, &map->height);
|
||||
if (map->width <= 0 || map->height <= 0 ||
|
||||
map->width > 4096 || map->height > 4096) {
|
||||
fprintf(stderr, "Invalid map size: %dx%d\n", map->width, map->height);
|
||||
fclose(f);
|
||||
return false;
|
||||
}
|
||||
int total = map->width * map->height;
|
||||
map->collision_layer = calloc(total, sizeof(uint16_t));
|
||||
map->bg_layer = calloc(total, sizeof(uint16_t));
|
||||
map->fg_layer = calloc(total, sizeof(uint16_t));
|
||||
} else if (strncmp(line, "SPAWN ", 6) == 0) {
|
||||
float sx, sy;
|
||||
sscanf(line + 6, "%f %f", &sx, &sy);
|
||||
map->player_spawn = vec2(sx * TILE_SIZE, sy * TILE_SIZE);
|
||||
} else if (strncmp(line, "GRAVITY ", 8) == 0) {
|
||||
sscanf(line + 8, "%f", &map->gravity);
|
||||
} else if (strncmp(line, "TILEDEF ", 8) == 0) {
|
||||
int id, tx, ty;
|
||||
uint32_t flags;
|
||||
sscanf(line + 8, "%d %d %d %u", &id, &tx, &ty, &flags);
|
||||
if (id < MAX_TILE_DEFS) {
|
||||
map->tile_defs[id].tex_x = (uint16_t)tx;
|
||||
map->tile_defs[id].tex_y = (uint16_t)ty;
|
||||
map->tile_defs[id].flags = flags;
|
||||
if (id >= map->tile_def_count) {
|
||||
map->tile_def_count = id + 1;
|
||||
}
|
||||
}
|
||||
} else if (strncmp(line, "BG_COLOR ", 9) == 0) {
|
||||
int r, g, b;
|
||||
if (sscanf(line + 9, "%d %d %d", &r, &g, &b) == 3) {
|
||||
map->bg_color = (SDL_Color){
|
||||
(uint8_t)r, (uint8_t)g, (uint8_t)b, 255
|
||||
};
|
||||
map->has_bg_color = true;
|
||||
}
|
||||
} else if (strncmp(line, "PARALLAX_FAR ", 13) == 0) {
|
||||
sscanf(line + 13, "%255s", map->parallax_far_path);
|
||||
} else if (strncmp(line, "PARALLAX_NEAR ", 14) == 0) {
|
||||
sscanf(line + 14, "%255s", map->parallax_near_path);
|
||||
} else if (strncmp(line, "MUSIC ", 6) == 0) {
|
||||
sscanf(line + 6, "%255s", map->music_path);
|
||||
} else if (strncmp(line, "ENTITY ", 7) == 0) {
|
||||
if (map->entity_spawn_count < MAX_ENTITY_SPAWNS) {
|
||||
EntitySpawn *es = &map->entity_spawns[map->entity_spawn_count];
|
||||
float tx, ty;
|
||||
if (sscanf(line + 7, "%31s %f %f", es->type_name, &tx, &ty) == 3) {
|
||||
es->x = tx * TILE_SIZE;
|
||||
es->y = ty * TILE_SIZE;
|
||||
map->entity_spawn_count++;
|
||||
}
|
||||
}
|
||||
} else if (strncmp(line, "LAYER ", 6) == 0) {
|
||||
row = 0;
|
||||
if (strstr(line, "collision")) current_layer = 0;
|
||||
else if (strstr(line, "bg")) current_layer = 1;
|
||||
else if (strstr(line, "fg")) current_layer = 2;
|
||||
} else if (current_layer >= 0 && map->width > 0) {
|
||||
/* Parse tile row */
|
||||
uint16_t *layer = NULL;
|
||||
switch (current_layer) {
|
||||
case 0: layer = map->collision_layer; break;
|
||||
case 1: layer = map->bg_layer; break;
|
||||
case 2: layer = map->fg_layer; break;
|
||||
}
|
||||
if (layer && row < map->height) {
|
||||
char *tok = strtok(line, " \t\n\r");
|
||||
for (int col = 0; col < map->width && tok; col++) {
|
||||
layer[row * map->width + col] = (uint16_t)atoi(tok);
|
||||
tok = strtok(NULL, " \t\n\r");
|
||||
}
|
||||
row++;
|
||||
}
|
||||
}
|
||||
}
|
||||
fclose(f);
|
||||
|
||||
/* Load tileset texture */
|
||||
if (tileset_path[0] && renderer) {
|
||||
map->tileset = assets_get_texture(tileset_path);
|
||||
if (map->tileset) {
|
||||
int tex_w;
|
||||
SDL_QueryTexture(map->tileset, NULL, NULL, &tex_w, NULL);
|
||||
map->tileset_cols = tex_w / TILE_SIZE;
|
||||
}
|
||||
}
|
||||
|
||||
printf("Loaded level: %s (%dx%d tiles)\n", path, map->width, map->height);
|
||||
return true;
|
||||
}
|
||||
|
||||
void tilemap_render_layer(const Tilemap *map, const uint16_t *layer,
|
||||
const Camera *cam, SDL_Renderer *renderer) {
|
||||
if (!map || !layer || !map->tileset) return;
|
||||
|
||||
/* Only render visible tiles */
|
||||
int start_x = 0, start_y = 0;
|
||||
int end_x = map->width, end_y = map->height;
|
||||
|
||||
if (cam) {
|
||||
start_x = (int)(cam->pos.x / TILE_SIZE) - 1;
|
||||
start_y = (int)(cam->pos.y / TILE_SIZE) - 1;
|
||||
end_x = start_x + (int)(cam->viewport.x / TILE_SIZE) + 3;
|
||||
end_y = start_y + (int)(cam->viewport.y / TILE_SIZE) + 3;
|
||||
|
||||
if (start_x < 0) start_x = 0;
|
||||
if (start_y < 0) start_y = 0;
|
||||
if (end_x > map->width) end_x = map->width;
|
||||
if (end_y > map->height) end_y = map->height;
|
||||
}
|
||||
|
||||
for (int y = start_y; y < end_y; y++) {
|
||||
for (int x = start_x; x < end_x; x++) {
|
||||
uint16_t tile_id = layer[y * map->width + x];
|
||||
if (tile_id == 0) continue; /* 0 = empty */
|
||||
|
||||
/* Look up tile definition for source rect */
|
||||
SDL_Rect src;
|
||||
if (tile_id < map->tile_def_count &&
|
||||
(map->tile_defs[tile_id].tex_x || map->tile_defs[tile_id].tex_y)) {
|
||||
src.x = map->tile_defs[tile_id].tex_x * TILE_SIZE;
|
||||
src.y = map->tile_defs[tile_id].tex_y * TILE_SIZE;
|
||||
} else {
|
||||
/* Fallback: tile_id maps directly to tileset grid position */
|
||||
int cols = map->tileset_cols > 0 ? map->tileset_cols : 16;
|
||||
src.x = ((tile_id - 1) % cols) * TILE_SIZE;
|
||||
src.y = ((tile_id - 1) / cols) * TILE_SIZE;
|
||||
}
|
||||
src.w = TILE_SIZE;
|
||||
src.h = TILE_SIZE;
|
||||
|
||||
Vec2 world_pos = vec2(tile_to_world(x), tile_to_world(y));
|
||||
Vec2 screen_pos = cam ? camera_world_to_screen(cam, world_pos) : world_pos;
|
||||
|
||||
SDL_Rect dst = {
|
||||
(int)screen_pos.x,
|
||||
(int)screen_pos.y,
|
||||
TILE_SIZE,
|
||||
TILE_SIZE
|
||||
};
|
||||
|
||||
SDL_RenderCopy(renderer, map->tileset, &src, &dst);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool tilemap_is_solid(const Tilemap *map, int tile_x, int tile_y) {
|
||||
if (!map) return false;
|
||||
if (tile_x < 0 || tile_x >= map->width) return true; /* out of bounds = solid */
|
||||
if (tile_y < 0) return false; /* above map = open */
|
||||
if (tile_y >= map->height) return true; /* below map = solid */
|
||||
|
||||
uint16_t tile_id = map->collision_layer[tile_y * map->width + tile_x];
|
||||
if (tile_id == 0) return false;
|
||||
|
||||
/* Check tile def flags */
|
||||
if (tile_id < map->tile_def_count) {
|
||||
return (map->tile_defs[tile_id].flags & TILE_SOLID) != 0;
|
||||
}
|
||||
|
||||
/* Default: non-zero collision tile is solid */
|
||||
return true;
|
||||
}
|
||||
|
||||
uint32_t tilemap_flags_at(const Tilemap *map, int tile_x, int tile_y) {
|
||||
if (!map) return 0;
|
||||
if (tile_x < 0 || tile_x >= map->width) return TILE_SOLID;
|
||||
if (tile_y < 0) return 0;
|
||||
if (tile_y >= map->height) return TILE_SOLID;
|
||||
|
||||
uint16_t tile_id = map->collision_layer[tile_y * map->width + tile_x];
|
||||
if (tile_id == 0) return 0;
|
||||
|
||||
if (tile_id < map->tile_def_count) {
|
||||
return map->tile_defs[tile_id].flags;
|
||||
}
|
||||
|
||||
return TILE_SOLID; /* default non-zero = solid */
|
||||
}
|
||||
|
||||
void tilemap_free(Tilemap *map) {
|
||||
if (!map) return;
|
||||
free(map->collision_layer);
|
||||
free(map->bg_layer);
|
||||
free(map->fg_layer);
|
||||
/* Don't free tileset - asset manager owns it */
|
||||
memset(map, 0, sizeof(Tilemap));
|
||||
}
|
||||
69
src/engine/tilemap.h
Normal file
69
src/engine/tilemap.h
Normal file
@@ -0,0 +1,69 @@
|
||||
#ifndef JNR_TILEMAP_H
|
||||
#define JNR_TILEMAP_H
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
#include <math.h>
|
||||
#include "config.h"
|
||||
#include "util/vec2.h"
|
||||
|
||||
/* Forward declarations */
|
||||
typedef struct Camera Camera;
|
||||
|
||||
typedef enum TileFlag {
|
||||
TILE_SOLID = 1 << 0,
|
||||
TILE_PLATFORM = 1 << 1, /* one-way, passable from below */
|
||||
TILE_LADDER = 1 << 2,
|
||||
TILE_HAZARD = 1 << 3, /* spikes, lava, etc. */
|
||||
TILE_WATER = 1 << 4,
|
||||
} TileFlag;
|
||||
|
||||
typedef struct TileDef {
|
||||
uint16_t tex_x, tex_y; /* position in tileset (in tiles) */
|
||||
uint32_t flags;
|
||||
} TileDef;
|
||||
|
||||
/* Entity spawn entry read from .lvl files */
|
||||
typedef struct EntitySpawn {
|
||||
char type_name[32]; /* e.g. "grunt", "flyer" */
|
||||
float x, y; /* world position (pixels) */
|
||||
} EntitySpawn;
|
||||
|
||||
typedef struct Tilemap {
|
||||
int width, height; /* map size in tiles */
|
||||
uint16_t *bg_layer; /* background tile IDs */
|
||||
uint16_t *collision_layer; /* solid geometry tile IDs */
|
||||
uint16_t *fg_layer; /* foreground decoration IDs */
|
||||
TileDef tile_defs[MAX_TILE_DEFS];
|
||||
int tile_def_count;
|
||||
SDL_Texture *tileset;
|
||||
int tileset_cols; /* columns in tileset image */
|
||||
Vec2 player_spawn;
|
||||
float gravity; /* level gravity (px/s^2), 0 = use default */
|
||||
char music_path[ASSET_PATH_MAX]; /* level music file path */
|
||||
SDL_Color bg_color; /* background clear color */
|
||||
bool has_bg_color; /* true if BG_COLOR was set */
|
||||
char parallax_far_path[ASSET_PATH_MAX]; /* far bg image path */
|
||||
char parallax_near_path[ASSET_PATH_MAX]; /* near bg image path */
|
||||
EntitySpawn entity_spawns[MAX_ENTITY_SPAWNS];
|
||||
int entity_spawn_count;
|
||||
} Tilemap;
|
||||
|
||||
bool tilemap_load(Tilemap *map, const char *path, SDL_Renderer *renderer);
|
||||
void tilemap_render_layer(const Tilemap *map, const uint16_t *layer,
|
||||
const Camera *cam, SDL_Renderer *renderer);
|
||||
bool tilemap_is_solid(const Tilemap *map, int tile_x, int tile_y);
|
||||
uint32_t tilemap_flags_at(const Tilemap *map, int tile_x, int tile_y);
|
||||
void tilemap_free(Tilemap *map);
|
||||
|
||||
/* World-pixel to tile coordinate helpers */
|
||||
static inline int world_to_tile(float world_coord) {
|
||||
return (int)floorf(world_coord / TILE_SIZE);
|
||||
}
|
||||
|
||||
static inline float tile_to_world(int tile_coord) {
|
||||
return (float)(tile_coord * TILE_SIZE);
|
||||
}
|
||||
|
||||
#endif /* JNR_TILEMAP_H */
|
||||
Reference in New Issue
Block a user