Continue physics

This commit is contained in:
Miloslav Ciz 2024-09-05 22:51:11 +02:00
parent 1c6666b377
commit 46c8a4eade
4 changed files with 122 additions and 23 deletions

36
game.h
View file

@ -74,7 +74,11 @@ uint8_t LCR_gameStep(uint32_t timeMs);
//------------------------------------------------------------------------------
uint32_t LCR_nextRenderFrameTime;
struct
{
uint32_t nextRenderFrameTime;
uint32_t nextRacingTickTime;
} LCR_game;
void LCR_drawPixelXYUnsafe(unsigned int x, unsigned int y,
uint16_t color);
@ -92,7 +96,7 @@ static inline void LCR_drawPixelXYSafe(unsigned int x, unsigned int y,
#include "renderer.h"
uint8_t LCR_keyStates[LCR_KEYS_TOTAL]; /**< Assures unchanging key states
during a single frame. */
during a single frame. */
void LCR_drawPixelXYUnsafe(unsigned int x, unsigned int y,
uint16_t color)
@ -121,6 +125,9 @@ void LCR_gameInit(void)
LCR_mapLoad(map1);
LCR_rendererInit();
LCR_racingInit();
LCR_game.nextRenderFrameTime = 0;
LCR_game.nextRacingTickTime = 0;
}
void LCR_gameEnd(void)
@ -134,10 +141,27 @@ uint8_t LCR_gameStep(uint32_t time)
uint32_t sleep = 0;
if (time >= LCR_nextRenderFrameTime)
while (time >= LCR_game.nextRacingTickTime)
{
unsigned int input = 0;
if (LCR_keyStates[LCR_KEY_B])
input =
(LCR_keyStates[LCR_KEY_UP] ? LCR_RACING_INPUT_FORW : 0) |
(LCR_keyStates[LCR_KEY_RIGHT] ? LCR_RACING_INPUT_RIGHT : 0) |
(LCR_keyStates[LCR_KEY_DOWN] ? LCR_RACING_INPUT_BACK : 0) |
(LCR_keyStates[LCR_KEY_LEFT] ? LCR_RACING_INPUT_LEFT : 0);
LCR_racingStep(input);
LCR_game.nextRacingTickTime += LCR_RACING_TICK_MS;
}
if (time >= LCR_game.nextRenderFrameTime)
{
LCR_GameUnit carTransform[6];
LCR_racingGetCarTransform(carTransform,carTransform + 3);
LCR_rendererSetCarTransform(carTransform,carTransform + 3);
@ -149,7 +173,7 @@ LCR_rendererGetCameraTransform(sss,sss + 3,sss + 6);
LCR_physicsDebugDraw(sss,sss + 3,sss[6]);
LCR_nextRenderFrameTime += 1000 / LCR_SETTING_FPS;
LCR_game.nextRenderFrameTime += 1000 / LCR_SETTING_FPS;
LCR_GameUnit offsets[5];
@ -168,7 +192,7 @@ LCR_physicsDebugDraw(sss,sss + 3,sss[6]);
else if (LCR_keyStates[LCR_KEY_LEFT])
offsets[3] = LCR_FREE_CAMERA_TURN_STEP;
}
else
else if (!LCR_keyStates[LCR_KEY_B])
{
if (LCR_keyStates[LCR_KEY_UP])
offsets[0] = LCR_FREE_CAMERA_STEP;
@ -184,7 +208,7 @@ LCR_physicsDebugDraw(sss,sss + 3,sss[6]);
LCR_rendererMoveCamera(offsets,offsets + 3);
}
else
sleep = LCR_nextRenderFrameTime - time;
sleep = LCR_game.nextRenderFrameTime - time;
if (sleep)
LCR_sleep(sleep);