ballistics: implement hud and projectile type switching

This commit is contained in:
Zack Buhman 2025-07-17 00:40:13 -05:00
parent 92eb27b0f8
commit be38080bd6
4 changed files with 93 additions and 31 deletions

View File

@ -2,6 +2,7 @@
#include "math/transform.hpp"
#include "platform/graphics_primitive.hpp"
#include "platform/font.hpp"
#include "physics/particle.hpp"
@ -24,7 +25,7 @@ namespace demo {
}
}
void ballistics::fire()
void ballistics::a()
{
projectile * projectile;
@ -55,7 +56,7 @@ namespace demo {
projectile->particle.inverse_mass = 1.0f / 10.0f;
projectile->particle.velocity = vec3(0.0f, 0.0f, 10.0f);
projectile->particle.acceleration = vec3(0.0f, 0.6f, 0.0f);
projectile->particle.damping = 0.9f;
projectile->particle.damping = 0.99f;
break;
case projectile_type::LASER:
projectile->particle.inverse_mass = 1.0f / 0.1f;
@ -68,15 +69,27 @@ namespace demo {
}
projectile->particle.position = vec3(0.0f, 1.5f, 0.0f);
//projectile->start_time = FIXME;
projectile->start_time = tick;
projectile->type = current_projectile_type;
//projectile->particle.clear_accumulator(); FIXME
projectile->particle.force_accum = vec3(0, 0, 0);
}
void ballistics::x()
{
switch (current_projectile_type) {
default: [[fallthrough]];
case projectile_type::PISTOL: current_projectile_type = projectile_type::ARTILLERY; break;
case projectile_type::ARTILLERY: current_projectile_type = projectile_type::FIREBALL; break;
case projectile_type::FIREBALL: current_projectile_type = projectile_type::LASER; break;
case projectile_type::LASER: current_projectile_type = projectile_type::PISTOL; break;
}
}
void ballistics::update()
{
float duration = 1.0f / 60.0f;
tick += 1;
for (int i = 0; i < max_projectiles; i++) {
projectile * projectile = &projectiles[i];
@ -86,14 +99,51 @@ namespace demo {
projectile->particle.integrate(duration);
if (projectile->particle.position.z > 200.0f ||
projectile->particle.position.y < 0.0f) {
projectile->particle.position.y < 0.0f ||
projectile->start_time < tick - 600) {
projectile->type = projectile_type::NONE;
}
}
}
void ballistics::draw_hud(ta_parameter_writer& writer)
{
const int title_length = 16;
const int title_width_2 = (font::ter_u12n.hori_advance * title_length) >> 1;
const int framebuffer_width_2 = framebuffer::framebuffer.px_width >> 1;
const int x = framebuffer_width_2 - title_width_2;
vec3 center_p = vec3(x, 5, 10);
font::ter_u12n.global(writer);
font::ter_u12n.draw_string(writer, center_p, "demo: ballistics", 0xffffffff);
const char * label;
switch (current_projectile_type) {
default: [[fallthrough]];
case projectile_type::PISTOL: label = "pistol"; break;
case projectile_type::ARTILLERY: label = "artillery"; break;
case projectile_type::FIREBALL: label = "fireball"; break;
case projectile_type::LASER: label = "laser"; break;
}
vec3 p(5, 10, 10);
font::ter_u12n.draw_string(writer, p, "projectile_type:", 0xffffffff);
p.x += font::ter_u12n.hori_advance * 17;
font::ter_u12n.draw_string(writer, p, label, 0xffffffff);
}
void ballistics::draw(ta_parameter_writer& writer, const mat4x4& trans)
{
// punch through
draw_hud(writer);
writer.append<ta_global_parameter::end_of_list>() =
ta_global_parameter::end_of_list(para_control::para_type::end_of_list);
// opaque
draw_axis(writer, trans * scale(5.f));
draw_grid(writer, trans * translate(vec3(0, 0, 50)) * scale(vec3(20, 10, 100)));
for (int i = 0; i < max_projectiles; i++) {
@ -103,5 +153,8 @@ namespace demo {
projectile->draw(writer, trans);
}
writer.append<ta_global_parameter::end_of_list>() =
ta_global_parameter::end_of_list(para_control::para_type::end_of_list);
}
}

View File

@ -19,7 +19,7 @@ namespace demo {
{
physics::particle particle;
projectile_type type;
uint32_t start_time;
int32_t start_time;
void draw(ta_parameter_writer& writer, const mat4x4& trans);
};
@ -27,10 +27,13 @@ namespace demo {
constexpr static int max_projectiles = 32;
projectile projectiles[max_projectiles];
projectile_type current_projectile_type;
int32_t tick;
void init() override;
void fire() override;
void a() override;
void x() override;
void update() override;
void draw(ta_parameter_writer& writer, const mat4x4& trans) override;
void draw_hud(ta_parameter_writer& writer);
};
};

View File

@ -7,7 +7,10 @@ namespace demo {
struct scene {
virtual void init() = 0;
virtual void fire() = 0;
virtual void a() {}
virtual void b() {}
virtual void x() {}
virtual void y() {}
virtual void update() = 0;
virtual void draw(ta_parameter_writer& writer, const mat4x4& trans) = 0;
};

View File

@ -91,22 +91,12 @@ namespace graphics {
}
}
demo::ballistics b;
demo::ballistics _ballistics;
demo::scene * current_scene = &_ballistics;
void draw()
{
font::ter_u12n.global(writer);
//font::ter_u12n.draw_mat4(writer, vec3(10, 22, 10), view_trans, 0xffffffff, 12);
writer.append<ta_global_parameter::end_of_list>() =
ta_global_parameter::end_of_list(para_control::para_type::end_of_list);
draw_axis(writer, view_trans * scale(0.5f));
b.draw(writer, view_trans * scale(0.05f));
writer.append<ta_global_parameter::end_of_list>() =
ta_global_parameter::end_of_list(para_control::para_type::end_of_list);
current_scene->draw(writer, view_trans * scale(0.05f));
}
void init()
@ -114,7 +104,7 @@ namespace graphics {
core_init();
framebuffer::scaler_init();
b.init();
current_scene->init();
// read
while (spg_status::vsync(holly.SPG_STATUS));
@ -167,9 +157,15 @@ namespace graphics {
view_trans = view_trans * translate(vec3(0, 0, -0.9));
}
void view_transform()
void input_events()
{
static int last_a[4] = {};
struct button_state {
uint8_t a;
uint8_t b;
uint8_t x;
uint8_t y;
};
static button_state last[4] = {};
for (int port_ix = 0; port_ix < 4; port_ix++) {
auto& port = input::state.port[port_ix];
@ -181,14 +177,21 @@ namespace graphics {
auto& data = data_fields.data;
float dx = static_cast<float>(data.analog_coordinate_axis[2] - 0x80) * 0.001;
float dy = static_cast<float>(data.analog_coordinate_axis[3] - 0x80) * 0.001;
//float dx = static_cast<float>(data.analog_coordinate_axis[2] - 0x80) * 0.001;
//float dy = static_cast<float>(data.analog_coordinate_axis[3] - 0x80) * 0.001;
bool a = ft0::data_transfer::digital_button::a(data.digital_button) == 0;
if (last_a[port_ix] == 0 && a) {
b.fire();
}
last_a[port_ix] = a;
bool b = ft0::data_transfer::digital_button::b(data.digital_button) == 0;
bool x = ft0::data_transfer::digital_button::x(data.digital_button) == 0;
bool y = ft0::data_transfer::digital_button::y(data.digital_button) == 0;
if (last[port_ix].a == 0 && a) current_scene->a();
if (last[port_ix].b == 0 && b) current_scene->b();
if (last[port_ix].x == 0 && x) current_scene->x();
if (last[port_ix].y == 0 && y) current_scene->y();
last[port_ix].a = a;
last[port_ix].b = b;
last[port_ix].x = x;
last[port_ix].y = y;
//view_trans = view_trans * rotate_x(dx) * rotate_y(dy);
}
@ -197,8 +200,8 @@ namespace graphics {
void step()
{
view_transform();
b.update();
input_events();
current_scene->update();
writer.offset = 0;
draw();