Start HUD
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6d31c3c492
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5 changed files with 78 additions and 12 deletions
10
assets.h
10
assets.h
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@ -126,8 +126,18 @@ uint16_t LCR_getFontChar(char c)
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case 'X': case 'x': _F(12,15, 3, 4, 6, 9, 9, 9, 9, 9)
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case 'X': case 'x': _F(12,15, 3, 4, 6, 9, 9, 9, 9, 9)
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case 'Y': case 'y': _F(12, 6, 9, 7, 8, 8, 8, 8, 8, 8)
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case 'Y': case 'y': _F(12, 6, 9, 7, 8, 8, 8, 8, 8, 8)
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case ':': _F( 4, 8, 8, 8, 8, 8, 8, 8, 8, 8)
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case ':': _F( 4, 8, 8, 8, 8, 8, 8, 8, 8, 8)
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case '!': _F( 1, 8, 8, 8, 8, 8, 8, 8, 8, 8)
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case '?': _F( 0, 2, 9, 6, 7, 7, 7, 7, 7, 7)
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case ';': _F( 0, 7, 7, 7, 7, 7, 7, 7, 7, 7)
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case '.': _F( 8, 8, 8, 8, 8, 8, 8, 8, 8, 8)
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case '.': _F( 8, 8, 8, 8, 8, 8, 8, 8, 8, 8)
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case ',': _F( 7, 7, 7, 7, 7, 7, 7, 7, 7, 7)
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case ',': _F( 7, 7, 7, 7, 7, 7, 7, 7, 7, 7)
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case '-': _F( 4, 6, 6, 6, 6, 6, 6, 6, 6, 6)
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case '\'': _F( 5, 5, 5, 5, 5, 5, 5, 5, 5, 5)
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case '"': _F( 1, 5, 5, 5, 5, 5, 5, 5, 5, 5)
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case '+': _F( 4, 6, 5, 7, 7, 7, 7, 7, 7, 7)
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case '_': _F( 8,10,10,10,10,10,10,10,10,10)
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case '|': _F( 5, 7, 7, 7, 7, 7, 7, 7, 7, 7)
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case '=': _F( 4, 6, 0, 2, 2, 2, 2, 2, 2, 2)
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default: return 0; break;
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default: return 0; break;
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}
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}
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44
game.h
44
game.h
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@ -179,6 +179,13 @@ void LCR_gameSetState(uint8_t state)
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LCR_game.stateStartTime = LCR_game.time;
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LCR_game.stateStartTime = LCR_game.time;
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}
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}
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LCR_GameUnit LCR_carSpeedKMH(void)
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{
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return // we use 28/8 as an approximation of 3.6 to convers MPS to KMH
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(28 * LCR_SETTING_METERS_PER_BLOCK * LCR_racingGetCarSpeedUnsigned() *
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LCR_RACING_FPS) / (8 * LCR_GAME_UNIT);
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}
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void LCR_gameResetRun(void)
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void LCR_gameResetRun(void)
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{
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{
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LCR_LOG0("resetting run");
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LCR_LOG0("resetting run");
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@ -233,14 +240,6 @@ uint8_t LCR_gameStep(uint32_t time)
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LCR_keyStates[i] = LCR_keyPressed(i) ?
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LCR_keyStates[i] = LCR_keyPressed(i) ?
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(LCR_keyStates[i] < 255 ? LCR_keyStates[i] + 1 : 255) : 0;
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(LCR_keyStates[i] < 255 ? LCR_keyStates[i] + 1 : 255) : 0;
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//S3L_logTransform3D(LCR_renderer.scene.camera.transform);
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if ((LCR_racing.tick % 32) == 0)
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{
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printf("speed: %d\n",LCR_racingGetCarSpeedSigned());
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}
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uint32_t sleep = 0;
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uint32_t sleep = 0;
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if (LCR_keyStates[LCR_KEY_B] == 1)
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if (LCR_keyStates[LCR_KEY_B] == 1)
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@ -365,7 +364,34 @@ LCR_GameUnit physicsInterpolationParam = LCR_GAME_UNIT -
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LCR_rendererDraw();
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LCR_rendererDraw();
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LCR_rendererDrawText("abcdefghijklmnopqrstuvwxyz",10,20,0,2);
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int val = LCR_carSpeedKMH();
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if (val < 5) // don't show tiny oscillations when still
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val = 0;
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char str[6];
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str[0] = val >= 100 ? '0' + (val / 100) % 10 : ' ';
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str[1] = val >= 10 ? '0' + (val / 10) % 10 : ' ';
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str[2] = '0' + val % 10;
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str[3] = 0;
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LCR_rendererDrawText(str,
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LCR_EFFECTIVE_RESOLUTION_X -
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LCR_rendererComputeTextWidth(str,2) - 20,
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LCR_EFFECTIVE_RESOLUTION_Y -
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LCR_rendererComputeTextHeight(2) - 20,0,2);
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str[0] = '1'; // TODO
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str[1] = '2';
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str[2] = '\'';
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str[3] = '3';
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str[4] = '4';
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str[5] = 0;
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LCR_rendererDrawText(str,20,
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LCR_EFFECTIVE_RESOLUTION_Y -
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LCR_rendererComputeTextHeight(2) - 20,0,2);
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if (LCR_game.debugDraw)
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if (LCR_game.debugDraw)
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{
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{
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6
racing.h
6
racing.h
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@ -80,10 +80,13 @@ struct
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LCR_GameUnit carSpeed; ///* Signed speed (negative if backwards)
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LCR_GameUnit carSpeed; /**< Signed speed in game units per tick (negative
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if backwards) */
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} LCR_racing;
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} LCR_racing;
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TPE_Vec3 _LCR_TPE_vec3DividePlain(TPE_Vec3 v, TPE_Unit d)
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TPE_Vec3 _LCR_TPE_vec3DividePlain(TPE_Vec3 v, TPE_Unit d)
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{
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{
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v.x /= d; v.y /= d; v.z /= d;
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v.x /= d; v.y /= d; v.z /= d;
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@ -974,7 +977,6 @@ uint32_t LCR_racingStep(unsigned int input)
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LCR_racing.carSpeed = (TPE_vec3Len(carVel) * LCR_GAME_UNIT)
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LCR_racing.carSpeed = (TPE_vec3Len(carVel) * LCR_GAME_UNIT)
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/ LCR_PHYSICS_UNIT;
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/ LCR_PHYSICS_UNIT;
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if (TPE_vec3Dot(carVel,carForw) < 0)
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if (TPE_vec3Dot(carVel,carForw) < 0)
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LCR_racing.carSpeed *= -1;
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LCR_racing.carSpeed *= -1;
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24
renderer.h
24
renderer.h
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@ -31,7 +31,7 @@
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#define LCR_RENDERER_MODEL_COUNT 10
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#define LCR_RENDERER_MODEL_COUNT 10
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#define LCR_RENDERER_CAR_SCALE (LCR_RENDERER_UNIT / 4)
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#define LCR_RENDERER_CAR_SCALE (LCR_RENDERER_UNIT / 4)
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#define LCR_RENDERER_FONT_SEGMENT_SIZE 4
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#define LCR_RENDERER_FONT_SEGMENT_SIZE (2 + LCR_EFFECTIVE_RESOLUTION_X / 512)
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/** For some reason the map model is a bit misaligned with physics world, this
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/** For some reason the map model is a bit misaligned with physics world, this
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kinda hotfixes it -- later try to discover source of this bug. TODO */
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kinda hotfixes it -- later try to discover source of this bug. TODO */
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@ -128,6 +128,28 @@ void _LCR_rendererDrawFontPixel(int x, int y, uint16_t color)
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#endif
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#endif
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}
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}
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int LCR_rendererComputeTextWidth(const char *text, int size)
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{
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int r = 0;
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size *= LCR_RENDERER_FONT_SEGMENT_SIZE;
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while (*text)
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{
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text++;
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r += 2 * size;
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if (text[1])
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r += 3 * size / 4;
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}
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return r + LCR_FONT_PIXEL_SIZE - 1;
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}
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int LCR_rendererComputeTextHeight(int size)
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{
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return 2 * size * LCR_RENDERER_FONT_SEGMENT_SIZE + LCR_FONT_PIXEL_SIZE - 1;
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}
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void LCR_rendererDrawText(const char *text, int x, int y, uint16_t color,
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void LCR_rendererDrawText(const char *text, int x, int y, uint16_t color,
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int size)
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int size)
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{
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{
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@ -153,4 +153,10 @@
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#define LCR_SETTING_LOG_LEVEL 1
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#define LCR_SETTING_LOG_LEVEL 1
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#endif
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#endif
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#ifndef LCR_SETTING_METERS_PER_BLOCK
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/** How many meters one game block is considered to measure (horizontally).
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This is for calculating speed etc. */
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#define LCR_SETTING_METERS_PER_BLOCK 4
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#endif
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#endif // guard
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#endif // guard
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