a-game

2D platformer written from scratch.
git clone git://git.amin.space/a-game.git
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commit 52a4c62c5f688cd670043e034ab7532068df5ee8
parent fcf3f977dc68f406ef820e81f98650b83d282822
Author: amin <dev@aminmesbah.com>
Date:   Sat,  9 Nov 2019 04:51:05 +0000

Improve room dimension constant name

FossilOrigin-Name: 0165d2029af73d0d76562946a70546ab959987a28a626c0ac4cb3ba0282235c4
Diffstat:
Msrc/game.c | 14+++++++-------
Msrc/world.c | 24++++++++++++------------
Msrc/world.h | 8++++----
3 files changed, 23 insertions(+), 23 deletions(-)

diff --git a/src/game.c b/src/game.c @@ -169,16 +169,16 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga f32 screen_aspect_ratio = (f32)framebuffer.width / (f32)framebuffer.height; if (screen_aspect_ratio < ROOM_ASPECT_RATIO) { - ppm = (f32)framebuffer.width / (f32)ROOM_TILE_DIM_X; + ppm = (f32)framebuffer.width / (f32)ROOM_DIM_X; } else { - ppm = (f32)framebuffer.height / (f32)ROOM_TILE_DIM_Y; + ppm = (f32)framebuffer.height / (f32)ROOM_DIM_Y; } v2 viewport_size = { - ppm * (f32)ROOM_TILE_DIM_X, - ppm * (f32)ROOM_TILE_DIM_Y, + ppm * (f32)ROOM_DIM_X, + ppm * (f32)ROOM_DIM_Y, }; f32 h_pad_size = (framebuffer.width - viewport_size.width) / 2.0f; @@ -516,13 +516,13 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga // game_render_tiles { - for (size_t y = 0; y < ROOM_TILE_DIM_Y; y++) + for (size_t y = 0; y < ROOM_DIM_Y; y++) { - for (size_t x = 0; x < ROOM_TILE_DIM_X; x++) + for (size_t x = 0; x < ROOM_DIM_X; x++) { v2 tile_pos = { x, - ROOM_TILE_DIM_Y - 1.0f - y, + ROOM_DIM_Y - 1.0f - y, }; m4 model = math_m4_init_id(); diff --git a/src/world.c b/src/world.c @@ -6,23 +6,23 @@ internal struct AbsolutePos world_pos_recanonicalize(struct AbsolutePos p) if (p.local.x < 0.0f) { room_index_delta.x -= 1; - p_final.local.x = math_wrap(p.local.x, 0.0f, ROOM_TILE_DIM_X); + p_final.local.x = math_wrap(p.local.x, 0.0f, ROOM_DIM_X); } - else if (p.local.x > ROOM_TILE_DIM_X) + else if (p.local.x > ROOM_DIM_X) { room_index_delta.x += 1; - p_final.local.x = math_wrap(p.local.x, 0.0f, ROOM_TILE_DIM_X); + p_final.local.x = math_wrap(p.local.x, 0.0f, ROOM_DIM_X); } if (p.local.y < 0.0f) { room_index_delta.y -= 1; - p_final.local.y = math_wrap(p.local.y, 0.0f, ROOM_TILE_DIM_Y); + p_final.local.y = math_wrap(p.local.y, 0.0f, ROOM_DIM_Y); } - else if (p.local.y > ROOM_TILE_DIM_Y) + else if (p.local.y > ROOM_DIM_Y) { room_index_delta.y += 1; - p_final.local.y = math_wrap(p.local.y, 0.0f, ROOM_TILE_DIM_Y); + p_final.local.y = math_wrap(p.local.y, 0.0f, ROOM_DIM_Y); } p_final.room = math_v2i_a(p.room, room_index_delta); @@ -230,18 +230,18 @@ internal u8 get_tile_value(u8 *tiles, v2 tile_pos) v2u tile_i_2d = { tile_pos.x, - ROOM_TILE_DIM_Y - 1.0f - tile_pos.y, + ROOM_DIM_Y - 1.0f - tile_pos.y, }; assert(math_v2_lt( (v2) {tile_i_2d.x, tile_i_2d.y}, - (v2) {ROOM_TILE_DIM_X, ROOM_TILE_DIM_Y})); + (v2) {ROOM_DIM_X, ROOM_DIM_Y})); assert(math_v2_ge( (v2) {tile_i_2d.x, tile_i_2d.y}, (v2) {0})); - u32 tile_i_linearized = (ROOM_TILE_DIM_X * tile_i_2d.y) + tile_i_2d.x; + u32 tile_i_linearized = (ROOM_DIM_X * tile_i_2d.y) + tile_i_2d.x; assert(tile_i_linearized < ROOM_TILE_COUNT); u8 tile_value = tiles[tile_i_linearized]; @@ -280,15 +280,15 @@ internal bool wall_is_screen_edge(segment wall) assert(wall_is_vertical || wall_is_horizontal); assert(math_v2_ge(wall.min, (v2) {0})); - assert(math_v2_le(wall.max, (v2) {ROOM_TILE_DIM_X, ROOM_TILE_DIM_Y})); + assert(math_v2_le(wall.max, (v2) {ROOM_DIM_X, ROOM_DIM_Y})); if (wall_is_vertical) { - is_screen_edge = wall.min.x == 0.0f || wall.min.x == ROOM_TILE_DIM_X; + is_screen_edge = wall.min.x == 0.0f || wall.min.x == ROOM_DIM_X; } else { - is_screen_edge = wall.min.y == 0.0f || wall.min.y == ROOM_TILE_DIM_Y; + is_screen_edge = wall.min.y == 0.0f || wall.min.y == ROOM_DIM_Y; } return is_screen_edge; diff --git a/src/world.h b/src/world.h @@ -1,10 +1,10 @@ // TODO: delete #define MAX_ROOMS 120 -#define ROOM_TILE_DIM_X 25 -#define ROOM_TILE_DIM_Y 10 -#define ROOM_TILE_COUNT ROOM_TILE_DIM_X * ROOM_TILE_DIM_Y -#define ROOM_ASPECT_RATIO (f32)ROOM_TILE_DIM_X / (f32)ROOM_TILE_DIM_Y +#define ROOM_DIM_X 25 +#define ROOM_DIM_Y 10 +#define ROOM_TILE_COUNT ROOM_DIM_X * ROOM_DIM_Y +#define ROOM_ASPECT_RATIO (f32)ROOM_DIM_X / (f32)ROOM_DIM_Y #define NUM_CHUNK_BUCKETS 2048 static_assert(