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game.zig
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214 lines (188 loc) · 6.6 KB
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const lo = @import("lofi.zig");
const CAM_OFF_Y: f32 = 7.0;
const CAM_OFF_Z: f32 = -7.0;
const IDLE: i32 = 0;
const RUNNING: i32 = 1;
const WALKING: i32 = 2;
var model: lo.Model = .{};
var cube_model: lo.Model = .{};
var floor_model: lo.Model = .{};
var anims: lo.AnimSet = .{};
var tex_body: lo.Texture = .{};
var tex_head: lo.Texture = .{};
var tex_checker: lo.Texture = .{};
var snd: lo.Sound = .{};
var player_ent: lo.Entity = .{};
var cube_ent: lo.Entity = .{};
var floor_ent: lo.Entity = .{};
var key_w: bool = false;
var key_a: bool = false;
var key_s: bool = false;
var key_d: bool = false;
var key_shift: bool = false;
var player_state: i32 = IDLE;
//---------------------------------------------------------------------------
fn lenv3(v: [3]f32) f32 {
return @sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
}
fn normv3(v: [3]f32) [3]f32 {
const len = lenv3(v);
if (len > 0.0) return .{ v[0] / len, v[1] / len, v[2] / len };
return v;
}
fn nlerpq(a: [4]f32, b: [4]f32, t: f32) [4]f32 {
const s: f32 = if ((a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]) >= 0.0) 1.0 else -1.0;
const x = a[0] + t * (s * b[0] - a[0]);
const y = a[1] + t * (s * b[1] - a[1]);
const z = a[2] + t * (s * b[2] - a[2]);
const w = a[3] + t * (s * b[3] - a[3]);
const len = @sqrt(x * x + y * y + z * z + w * w);
return .{ x / len, y / len, z / len, w / len };
}
fn player_update(dt: f32) void {
var pos: [3]f32 = undefined;
lo.getPosition(player_ent, &pos);
var move: [3]f32 = .{ 0.0, 0.0, 0.0 };
if (key_w) move[2] += 1.0;
if (key_s) move[2] -= 1.0;
if (key_a) move[0] += 1.0;
if (key_d) move[0] -= 1.0;
const is_moving = move[0] != 0.0 or move[2] != 0.0;
const new_state: i32 = if (is_moving) (if (key_shift) RUNNING else WALKING) else IDLE;
if (new_state != player_state) {
player_state = new_state;
var anim_desc = lo.AnimDesc{
.set = anims,
.anim = player_state,
.flags = lo.ANIM_LOOP | lo.ANIM_PLAY,
};
lo.setAnims(player_ent, &anim_desc);
}
if (is_moving) {
move = normv3(move);
const speed: f32 = if (player_state == RUNNING) 3.75 else 1.75;
pos[0] += move[0] * speed * dt;
pos[2] += move[2] * speed * dt;
lo.setPosition(player_ent, &pos);
var qy = move[0];
var qw = 1.0 + move[2];
const len = lenv3(.{ qy, qw, 0.0 });
if (len > 0.001) {
qy /= len;
qw /= len;
} else {
qy = 1.0;
qw = 0.0;
}
const target: [4]f32 = .{ 0.0, qy, 0.0, qw };
var cur: [4]f32 = undefined;
lo.getRotation(player_ent, &cur);
const blend: f32 = if (dt * 10.0 > 1.0) 1.0 else dt * 10.0;
var rot = nlerpq(cur, target, blend);
lo.setRotation(player_ent, &rot);
}
var cam_target: [3]f32 = .{ pos[0], pos[1] + 1.5, pos[2] };
var cam_pos: [3]f32 = .{ cam_target[0], cam_target[1] + CAM_OFF_Y, cam_target[2] + CAM_OFF_Z };
lo.setCamPos(&cam_pos);
lo.setCamTarget(&cam_target);
}
//----------------------------------------------------------------------
export fn lo_init() void {
model = lo.loadModel("assets/game_base.iqm");
anims = lo.loadAnims("assets/game_base.iqm");
tex_body = lo.loadTexture("assets/skin_body.webp");
tex_head = lo.loadTexture("assets/skin_head.webp");
tex_checker = lo.loadTexture("assets/floor.webp");
floor_model = lo.loadModel("assets/plane.iqm");
cube_model = lo.loadModel("assets/cube.iqm");
snd = lo.loadSound("assets/loop.ogg");
//player
player_ent = lo.create();
lo.setModel(player_ent, model);
lo.setTexture(player_ent, tex_body, 0);
lo.setTexture(player_ent, tex_head, 1);
var player_anim = lo.AnimDesc{ .set = anims, .anim = IDLE, .flags = lo.ANIM_LOOP | lo.ANIM_PLAY };
lo.setAnims(player_ent, &player_anim);
const player_body = lo.createAnimBody();
var player_geom = lo.GeomDesc{
.typ = lo.GEOM_CYLINDER,
.pos = .{ 0, 0.75, 0 },
.rot = .{ 0, 0, 0, 1 },
.size = .{ 0.75, 1.0, 0 },
};
lo.abAddGeom(player_body, &player_geom);
lo.setAnimBody(player_ent, player_body);
//floor
floor_ent = lo.create();
lo.setModel(floor_ent, floor_model);
lo.setTexture(floor_ent, tex_checker, 0);
var floor_scale: [3]f32 = .{ 10, 10, 10 };
lo.setScale(floor_ent, &floor_scale);
const floor_body = lo.createAnimBody();
var floor_geom = lo.GeomDesc{
.typ = lo.GEOM_BOX,
.pos = .{ 0, 0, 0 },
.rot = .{ 0, 0, 0, 1 },
.size = .{ 40, 0.1, 40 },
};
lo.abAddGeom(floor_body, &floor_geom);
lo.setAnimBody(floor_ent, floor_body);
//cube
cube_ent = lo.create();
lo.setModel(cube_ent, cube_model);
lo.setTexture(cube_ent, tex_checker, 0);
var cube_scale: [3]f32 = .{ 0.5, 0.5, 0.5 };
lo.setScale(cube_ent, &cube_scale);
const rb = lo.createRigidBody();
var rb_pos: [3]f32 = .{ 0, 5, 0 };
lo.rbSetPos(rb, &rb_pos);
lo.rbSetMass(rb, 3.25);
var rb_geom = lo.GeomDesc{
.typ = lo.GEOM_BOX,
.pos = .{ 0, 0, 0 },
.rot = .{ 0, 0, 0, 1 },
.size = .{ 1.1, 1.1, 1.1 },
};
lo.rbAddGeom(rb, &rb_geom);
lo.setRigidBody(cube_ent, rb);
var sound_desc = lo.SoundDesc{
.sound = snd,
.vol = 0.75,
.min_range = 0.1,
.max_range = 100.0,
.flags = lo.SOUND_SPATIAL,
};
lo.setSound(cube_ent, &sound_desc);
}
export fn lo_frame(dt: f32) void {
player_update(dt);
lo.dtxCanvas(800.0 * 0.5, 600.0 * 0.5);
lo.dtxOrigin(1.0, 1.0);
lo.dtxColor3b(255, 255, 255);
lo.dtxPuts("WASD: move\nShift: run\nSpace: play sound");
}
export fn lo_cleanup() void {
lo.releaseModel(model);
lo.releaseModel(cube_model);
lo.releaseModel(floor_model);
lo.releaseTexture(tex_body);
lo.releaseTexture(tex_head);
lo.releaseTexture(tex_checker);
lo.releaseAnims();
lo.releaseSound(snd);
}
export fn lo_mouse_pos(_: f32, _: f32) void {}
export fn lo_mouse_button(_: i32, _: bool) void {}
export fn lo_key(keycode: i32, down: bool, repeat: bool) void {
if (repeat) return;
switch (keycode) {
87 => key_w = down,
65 => key_a = down,
83 => key_s = down,
68 => key_d = down,
340 => key_shift = down,
344 => key_shift = down,
32 => if (down) lo.playSound(cube_ent),
else => {},
}
}