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gameCode.cpp
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gameCode.cpp
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#include "gameCode.h"
#define _USE_MATH_DEFINES
#include <math.h>
#include <iostream>
#include "world.cpp"
#include "memory_arena.cpp"
#include "instrinsics.h"
void drawRectangle(void* bitmap, int bmWidth, int bmHeight, float minX, float minY, float maxX, float maxY, float r, float g, float b) {
uint32_t* pixel = (uint32_t*)bitmap;
if (minX < 0.0f)
minX = 0.0f;
if (minY < 0.0f)
minY = 0.0f;
if (maxX > bmWidth)
maxX = (float)bmWidth;
if (maxY > bmHeight)
maxY = (float)bmHeight;
float tmp = maxY;
maxY = bmHeight - minY;
minY = bmHeight - tmp;
uint32_t color = (0xFF << 24) | (roundUFloat(r*255.0f) << 16) | (roundUFloat(g * 255.0f) << 8) | (roundUFloat(b * 255.0f) << 0); //0xAA RR GG BB 0b1111
// Go to upper left corner.
pixel += bmWidth*(roundFloat(minY));
pixel += roundFloat(minX);
int recWidth = roundFloat(maxX) - roundFloat(minX);
int recHeight = roundFloat(maxY) - roundFloat(minY);
for (int y = 0; y < recHeight; y++) {
for (int x = 0; x < recWidth; x++) {
*pixel = color;
pixel++;
}
pixel += bmWidth - recWidth;
}
}
void loadSineWave(uint32_t framesToWrite, void *bufferLocation, int samplesPerSec, float frequency, float *waveOffset)
{
int samplesPerWave = (int)(samplesPerSec / frequency);
int volume = 1200;
int16_t *sample = (int16_t *)bufferLocation;
for (uint32_t i = 0; i < framesToWrite; i++)
{ // The size of an audio frame is the number of channels in the stream multiplied by the sample size
{
*waveOffset += ((float)1 / (float)samplesPerWave);
float sinValue = sinf(2.0f * (float)M_PI * *waveOffset);
*sample = (int16_t)(sinValue * volume);
*(sample + 1) = (int16_t)(sinValue * volume);
}
sample += 2;
}
*waveOffset -= (int)*waveOffset; // Keep it between 0 and 1 to avoid overflow.
}
void initWorldArena(MemoryArena* worldArena, uint8_t *basePointer, size_t totalSize) {
worldArena->base = basePointer;
worldArena->total = totalSize;
worldArena->used = 0;
}
#pragma pack(push, 1)
struct BitmapHeader {
uint16_t FileType;
uint32_t FileSize;
uint16_t Reserved1;
uint16_t Reserved2;
uint32_t BitmapOffset;
uint32_t Size; /* Size of this header in bytes */
int32_t Width; /* Image width in pixels */
int32_t Height; /* Image height in pixels */
uint16_t Planes; /* Number of color planes */
uint16_t BitsPerPixel; /* Number of bits per pixel */
uint32_t Compression; /* Compression methods used */
uint32_t SizeOfBitmap; /* Size of bitmap in bytes */
int32_t HorzResolution; /* Horizontal resolution in pixels per meter */
int32_t VertResolution; /* Vertical resolution in pixels per meter */
uint32_t ColorsUsed; /* Number of colors in the image */
uint32_t ColorsImportant; /* Minimum number of important colors */
/* Fields added for Windows 4.x follow this line */
uint32_t RedMask; /* Mask identifying bits of red component */
uint32_t GreenMask; /* Mask identifying bits of green component */
uint32_t BlueMask; /* Mask identifying bits of blue component */
uint32_t AlphaMask; /* Mask identifying bits of alpha component */
};
#pragma pack(pop)
Bitmap loadBMP(char* path, readFile_t* readFunction, ThreadContext *thread) {
FileReadResult result = readFunction(thread, path);
Bitmap retBitmap = {};
BitmapHeader *header = (BitmapHeader*)(result.memory);
Assert(header->Compression == 3);
retBitmap.startPixelPointer = (uint32_t*)((uint8_t*)result.memory + header->BitmapOffset);
retBitmap.width = header->Width;
retBitmap.height = header->Height;
// Modify loaded bmp to set its pixels in the right order. Our pixel format is AARRGGBB, but bmps may vary because of their masks.
int alphaOffset = findFirstSignificantBit(header->AlphaMask);
int redOffset = findFirstSignificantBit(header->RedMask);
int greenOffset = findFirstSignificantBit(header->GreenMask);
int blueOffset = findFirstSignificantBit(header->BlueMask);
uint32_t *modifyingPixelPointer = retBitmap.startPixelPointer;
for (int j = 0; j < header->Height; j++) {
for (int i = 0; i < header->Width; i++) {
int rotDiff = 24 - alphaOffset;
int newAlphaValue = _rotl(*modifyingPixelPointer & header->AlphaMask, rotDiff);
rotDiff = 16 - redOffset;
int newRedValue = _rotl(*modifyingPixelPointer & header->RedMask, rotDiff);
rotDiff = 8 - greenOffset;
int newGreenValue = _rotl(*modifyingPixelPointer & header->GreenMask, rotDiff);
rotDiff = 0 - blueOffset;
int newBlueValue = _rotl(*modifyingPixelPointer & header->BlueMask, rotDiff);
*modifyingPixelPointer = newAlphaValue | newRedValue | newGreenValue | newBlueValue; //OG RRGGBBAA
modifyingPixelPointer++;
}
}
return retBitmap;
}
float clamp(float value) {
if (value < 0) {
return 0;
}
else {
return value;
}
}
void displayBMP(uint32_t *bufferMemory, const Bitmap *bitmap, float x, float y, int screenWidth, int screenHeight) {
y += bitmap->offset.y;
x += bitmap->offset.x;
//x = clamp(x);
//y = clamp(y);
int drawHeight = bitmap->height;
int drawWidth = bitmap->width;
if (drawHeight + y > screenHeight) {
drawHeight = (int)(screenHeight - y);
}
if (drawWidth + x > screenWidth) {
drawWidth = (int)(screenWidth - x);
}
// Go to upper left corner.
bufferMemory += (int)clamp((float)screenWidth * (screenHeight - (bitmap->height + roundFloat(clamp(y)))));
bufferMemory += roundFloat(clamp(x));
uint32_t* pixelPointer = bitmap->startPixelPointer;
pixelPointer += (drawHeight-1) * bitmap->width;
if (x < 0) {
drawWidth += roundFloat(x);
pixelPointer -= roundFloat(x);
}
if (y < 0) {
drawHeight += roundFloat(y);
bufferMemory -= screenWidth * (roundFloat(y));
}
int strideToNextRow = screenWidth - drawWidth;
if (strideToNextRow < 0) {
strideToNextRow = 0;
}
for (int j = 0; j < drawHeight; j++) {
for (int i = 0; i < drawWidth; i++) {
float alphaValue = (*pixelPointer >> 24) / 255.0f;
uint32_t redValueS = (*pixelPointer & 0xFF0000) >> 16;
uint32_t greenValueS = (*pixelPointer & 0x00FF00) >> 8;
uint32_t blueValueS = (*pixelPointer & 0x0000FF);
uint32_t redValueD = (*bufferMemory & 0xFF0000) >> 16;
uint32_t greenValueD = (*bufferMemory & 0x00FF00) >> 8;
uint32_t blueValueD = *bufferMemory & 0x0000FF;
uint32_t interpolatedPixel = (uint32_t)(alphaValue * redValueS + (1 - alphaValue) * redValueD) << 16
| (uint32_t)(alphaValue * greenValueS + (1 - alphaValue) * greenValueD) << 8
| (uint32_t)(alphaValue * blueValueS + (1 - alphaValue) * blueValueD);
*bufferMemory = interpolatedPixel;
bufferMemory++;
pixelPointer++; // left to right
}
pixelPointer += bitmap->width - drawWidth; // Remainder
pixelPointer -= 2* bitmap->width; // start at the top, go down
bufferMemory += strideToNextRow;
}
}
void testWall(Vector2 wall, Vector2 playerToCurrent, Vector2 playerDelta, float *oldT /*add limits*/) {
float newT = *oldT;
float epsilon = 0.001f;
if (wall.x != 0) {
if (playerDelta.x) {
float t = (wall.x - playerToCurrent.x) / playerDelta.x;
float newY = playerToCurrent.y + playerDelta.y * t;
if ((newY >= -0.5) && (newY <= 0.5)) {
newT = t - epsilon;
}
}
}
else {
if (playerDelta.y) {
float t = (wall.y - playerToCurrent.y) / playerDelta.y;
float newX = playerToCurrent.x + playerDelta.x * t;
if ((newX >= -0.5) && (newX <= 0.5)) {
newT = t - epsilon;
}
}
}
if ((newT >= 0) && (newT < *oldT)) { // Meaning "I found sth in the way that prevents me from going past newT"
*oldT = newT - epsilon;
}
}
extern "C" GAMECODE_API UPDATE_AND_RENDER(updateAndRender)
{
GameState* gameState = (GameState*)gameMemory->permanentStorage;
Assert(sizeof(GameState) <= gameMemory->permanentStorageSize);
if (!gameMemory->isinitialized) {
gameState->background = loadBMP("../data/test/test_background.bmp", gameMemory->readFile, thread);
gameState->guyHead[0] = loadBMP("../data/test/test_hero_back_head.bmp", gameMemory->readFile, thread);
gameState->guyHead[1] = loadBMP("../data/test/test_hero_front_head.bmp", gameMemory->readFile, thread);
gameState->guyHead[2] = loadBMP("../data/test/test_hero_left_head.bmp", gameMemory->readFile, thread);
gameState->guyHead[3] = loadBMP("../data/test/test_hero_right_head.bmp", gameMemory->readFile, thread);
gameState->guyCape[0] = loadBMP("../data/test/test_hero_back_cape.bmp", gameMemory->readFile, thread);
gameState->guyCape[1] = loadBMP("../data/test/test_hero_front_cape.bmp", gameMemory->readFile, thread);
gameState->guyCape[2] = loadBMP("../data/test/test_hero_left_cape.bmp", gameMemory->readFile, thread);
gameState->guyCape[3] = loadBMP("../data/test/test_hero_right_cape.bmp", gameMemory->readFile, thread);
gameState->guyTorso[0] = loadBMP("../data/test/test_hero_back_torso.bmp", gameMemory->readFile, thread);
gameState->guyTorso[1] = loadBMP("../data/test/test_hero_front_torso.bmp", gameMemory->readFile, thread);
gameState->guyTorso[2] = loadBMP("../data/test/test_hero_left_torso.bmp", gameMemory->readFile, thread);
gameState->guyTorso[3] = loadBMP("../data/test/test_hero_right_torso.bmp", gameMemory->readFile, thread);
for (int i = 0; i < 4; i++) {
gameState->guyHead[i].offset.y = -33;
gameState->guyCape[i].offset.y = -33;
gameState->guyTorso[i].offset.y = -33;
gameState->guyHead[i].offset.x = -52;
gameState->guyCape[i].offset.x = -52;
gameState->guyTorso[i].offset.x = -52;
}
// Construct world
initWorldArena(&gameState->worldArena, (uint8_t*)gameMemory->permanentStorage + sizeof(GameState),
(size_t)(gameMemory->permanentStorageSize - sizeof(GameState)));
gameState->world = pushStruct(&gameState->worldArena, World);
gameState->world->numChunksX = 256;
gameState->world->numChunksY = 256;
gameState->world->numChunksZ = 8;
gameState->world->bitsForTiles = 2; // 2**4 = 16 ||| bitsForTiles**tilesPerChunk = desired num of tiles per chunk
gameState->world->tilesPerChunk = 4;
gameState->world->tileSize = 1.0f;
gameState->world->chunks = pushArray(&gameState->worldArena,
gameState->world->numChunksX * gameState->world->numChunksY * gameState->world->numChunksZ, Chunk);
gameState->currentScreen = { 0,0 };
int randomNumbers[10] = { 5, 6, 15, 18, 20, 3, 6, 8, 16, 19 };
int randomNumberIdx = 0;
int screenOffsetX = 0;
int screenOffsetY = 0;
bool doorLeft = false;
bool doorRight = false;
bool doorUp = false;
bool doorDown = false;
const int SCREENS_TO_GENERATE = 15;
for (int s = 0; s < SCREENS_TO_GENERATE; s++) {
// Get random next room and stairs
int randomNumber = randomNumbers[randomNumberIdx];
int nextOffsetX = screenOffsetX;
int nextOffsetY = screenOffsetY;
if ((randomNumber % 2) == 1) {
doorRight = true;
nextOffsetX += 1;
}
else {
doorUp = true;
nextOffsetY += 1;
}
randomNumberIdx = (randomNumberIdx + 1) % 10;
int randomStairs = randomNumbers[(randomNumberIdx + 1) % 10] % 2;
int stairsPosX = 5;
int stairsPosY = 7;
int zScreensToWrite = 1;
if (randomStairs) {
zScreensToWrite = 2;
}
for (int zScreen = 0; zScreen < zScreensToWrite; zScreen++) {
for (int j = 0; j < SCREEN_TILE_HEIGHT; j++) {
for (int i = 0; i < SCREEN_TILE_WIDTH; i++) {
int valueToWrite = 1;
if (j == 0) {
if (!(i == SCREEN_TILE_WIDTH / 2 && doorDown)) {
valueToWrite = 2;
}
}
else if (j == SCREEN_TILE_HEIGHT - 1) {
if (!(i == SCREEN_TILE_WIDTH / 2 && doorUp)) {
valueToWrite = 2;
}
}
else if (i == 0) {
if (!(j == SCREEN_TILE_HEIGHT / 2 && doorLeft)) {
valueToWrite = 2;
}
}
else if (i == SCREEN_TILE_WIDTH - 1) {
if (!(j == SCREEN_TILE_HEIGHT / 2 && doorRight)) {
valueToWrite = 2;
}
}
setTileValue(&gameState->worldArena, gameState->world, i + screenOffsetX * SCREEN_TILE_WIDTH, j + screenOffsetY * SCREEN_TILE_HEIGHT, zScreen, valueToWrite);
}
}
if (randomStairs) {
if (zScreen == 0) {
setTileValue(&gameState->worldArena, gameState->world, stairsPosX + screenOffsetX * SCREEN_TILE_WIDTH, stairsPosY + screenOffsetY * SCREEN_TILE_HEIGHT, zScreen, 3); //Up
}
else {
setTileValue(&gameState->worldArena, gameState->world, stairsPosX + screenOffsetX * SCREEN_TILE_WIDTH, stairsPosY + screenOffsetY * SCREEN_TILE_HEIGHT, zScreen, 4); //Down
}
}
}
doorLeft = doorRight;
doorDown = doorUp;
doorRight = false;
doorUp = false;
screenOffsetX = nextOffsetX;
screenOffsetY = nextOffsetY;
}
// Player
memset(gameState->players, {}, sizeof(gameState->players));
for (int c = 0; c < 5; c++) {
gameState->assignedPlayerForControllers[c] = -1;
}
gameMemory->isinitialized = true;
}
World* overworld = gameState->world;
static float playerSpeed = 40.0f;
static float drag = 5.0f;
float playerWidth = 0.8f;
float playerHeight = 1;
drawRectangle(bitmapMemory, width, height, 0, 0, (float)width, (float)height, 0.0f, 0.0f, 0.0f); // Clear screen to black
for (int c = 0; c < 5; c++) {
if (inputStates[c].Start_Button.isDown && (inputStates[c].Start_Button.halfTransitionCount == 1)) {
if (gameState->assignedPlayerForControllers[c] == -1) {
for (int p = 0; p < 4; p++) {
if (!gameState->players[p].active) {
gameState->players[p].active = true;
Vector2 spawnPlayerTile = Vector2{ gameState->currentScreen.x * SCREEN_TILE_WIDTH,
gameState->currentScreen.y * SCREEN_TILE_HEIGHT } + Vector2{1, 2};
gameState->players[p].playerCoord = constructCoordinate(gameState->world, { 0,0 }, 0, spawnPlayerTile, {0,0});
gameState->players[p].velocity = { 0,0 };
gameState->players[p].orientation = 1;
gameState->assignedPlayerForControllers[c] = p;
break;
}
}
}
else {
gameState->players[gameState->assignedPlayerForControllers[c]].active = false;
gameState->assignedPlayerForControllers[c] = -1;
}
}
}
for (int c = 0; c < 5; c++) {
int p = gameState->assignedPlayerForControllers[c];
if (p != -1){
Vector2 playerAcceleration = { 0,0 };
Vector2 newOffset = gameState->players[p].playerCoord.offset;
if (inputStates[c].Left_Stick.xPosition < 0) {
gameState->players[p].orientation = 2;
}
if (inputStates[c].Left_Stick.xPosition > 0) {
gameState->players[p].orientation = 3;
}
if (inputStates[c].Left_Stick.yPosition < 0) {
gameState->players[p].orientation = 0;
}
if (inputStates[c].Left_Stick.yPosition > 0) {
gameState->players[p].orientation = 1;
}
playerAcceleration = Vector2{ inputStates[c].Left_Stick.xPosition, -inputStates[c].Left_Stick.yPosition };
float playerAccelerationMag = magnitude(playerAcceleration);
if (playerAccelerationMag > 0) {
playerAcceleration /= playerAccelerationMag; // Normalize
}
if (inputStates[c].Left_Stick.yPosition != 0 && inputStates[c].Left_Stick.xPosition != 0) { // Moving diagonally
if (fabs(inputStates[c].Left_Stick.yPosition) > fabs(inputStates[c].Left_Stick.xPosition)) {
gameState->players[p].orientation = (inputStates[c].Left_Stick.yPosition > 0) ? 1 : 0;
}
else {
gameState->players[p].orientation = (inputStates[c].Left_Stick.xPosition > 0) ? 3 : 2;
}
}
playerAcceleration *= playerSpeed;
Vector2 oldOffset = newOffset;
playerAcceleration += -drag * gameState->players[p].velocity;
Vector2 playerDelta = playerAcceleration * square(deltaTime) / 2.0f + deltaTime * gameState->players[p].velocity;
newOffset += playerDelta;
gameState->players[p].velocity += playerAcceleration * deltaTime;
AbsoluteCoordinate oldPoint = gameState->players[p].playerCoord;
AbsoluteCoordinate newPoint = canonicalize(overworld, &gameState->players[p].playerCoord, &newOffset);
// Q no way this works on chunk < 0 boundaries
// CHUNKS ARE 4x4 right now
uint32_t minX = minf(newPoint.x, oldPoint.x);
uint32_t maxX = maxf(newPoint.x, oldPoint.x);
uint32_t minY = minf(newPoint.y, oldPoint.y);
uint32_t maxY = maxf(newPoint.y, oldPoint.y);
AbsoluteCoordinate farthestPoint = newPoint;
float farthestT = 1.0;
for (uint32_t y = minY; y <= maxY; y++) {
for (uint32_t x = minX; x <= maxX; x++) {
AbsoluteCoordinate currentAbs = { x, y , (uint32_t)(oldPoint.z) };
if (!canMove(overworld, currentAbs)) {
// Everything here will be relative to the currentAbs
Vector2 playerToCurrent = subract(oldPoint, currentAbs);
testWall(Vector2{ -0.5,0 }, playerToCurrent, playerDelta, &farthestT);
testWall(Vector2{ 0.5,0 }, playerToCurrent, playerDelta, &farthestT);
testWall(Vector2{0, -0.5}, playerToCurrent, playerDelta, &farthestT);
testWall(Vector2{0, 0.5}, playerToCurrent, playerDelta, &farthestT);
farthestPoint = oldPoint;
farthestPoint.offset += playerDelta * farthestT;
farthestPoint = canonicalize(overworld, &farthestPoint, &farthestPoint.offset);
}
}
}
AbsoluteCoordinate middle = farthestPoint;
if (gameState->players[p].playerCoord != middle) {
if (getTileValue(overworld, middle) == 3) {
middle.z = 1;
}
else if (getTileValue(overworld, middle) == 4) {
middle.z = 0;
}
}
gameState->players[p].playerCoord = middle;
}
}
// Draw TileMap
displayBMP((uint32_t*)bitmapMemory, &gameState->background, 0, 0, width, height);
float grayShadeForTile = 0.5;
Vector2 player1AbsoluteTile = { 0,0 };
int playerScreenZ = 0;
if (gameState->players[0].active) {
player1AbsoluteTile = getTile(overworld, gameState->players[0].playerCoord) + getChunk(overworld, gameState->players[0].playerCoord) * (float)overworld->tilesPerChunk;
playerScreenZ = gameState->players[0].playerCoord.z;
gameState->currentScreen = {(float)((int)(player1AbsoluteTile.x) / SCREEN_TILE_WIDTH), (float)((int)(player1AbsoluteTile.y) / SCREEN_TILE_HEIGHT)};
}
for (int j = 0; j < SCREEN_TILE_HEIGHT; j++) {
for (int i = 0; i < SCREEN_TILE_WIDTH; i++) {
AbsoluteCoordinate tileCoord;
tileCoord = constructCoordinate(overworld, { 0, 0 }, playerScreenZ, { i + gameState->currentScreen.x * SCREEN_TILE_WIDTH, j + gameState->currentScreen.y * SCREEN_TILE_HEIGHT }, {0,0});
if (getTileValue(overworld, tileCoord) == 1) {
grayShadeForTile = 0.5;
}
else if (getTileValue(overworld, tileCoord) == 2) {
grayShadeForTile = 1.0;
}
else if (getTileValue(overworld, tileCoord) == 3) {
grayShadeForTile = 0.8f;
}
else if (getTileValue(overworld, tileCoord) == 4) {
grayShadeForTile = 0.6f;
}
else {
continue;
}
if (player1AbsoluteTile == Vector2{i + gameState->currentScreen.x * SCREEN_TILE_WIDTH, j + gameState->currentScreen.y * SCREEN_TILE_HEIGHT}) {
grayShadeForTile = 0.2f;
}
float minX = unitsToPixels((float)(overworld->tileSize * i));
float maxX = unitsToPixels((float)(overworld->tileSize * (i+1)));
float minY = unitsToPixels((float)(overworld->tileSize * j));
float maxY = unitsToPixels((float)(overworld->tileSize * (j +1)));
drawRectangle(bitmapMemory, width, height, minX, minY, maxX, maxY, grayShadeForTile, grayShadeForTile, grayShadeForTile);
}
}
for (int p = 0; p < 4; p++) { // Draw Players
if (gameState->players[p].active) {
Vector2 playerScreenTile = getTile(overworld, gameState->players[p].playerCoord) + getChunk(overworld, gameState->players[p].playerCoord) * (float)overworld->tilesPerChunk;
if (gameState->players[p].playerCoord.z == (uint32_t)playerScreenZ) {
drawRectangle(bitmapMemory, width, height, unitsToPixels(playerScreenTile.x + gameState->players[p].playerCoord.offset.x - gameState->currentScreen.x * SCREEN_TILE_WIDTH),
unitsToPixels(playerScreenTile.y + playerHeight / 2.0f + gameState->players[p].playerCoord.offset.y - gameState->currentScreen.y * SCREEN_TILE_HEIGHT),
unitsToPixels(playerScreenTile.x + playerWidth + gameState->players[p].playerCoord.offset.x - gameState->currentScreen.x * SCREEN_TILE_WIDTH),
unitsToPixels(playerScreenTile.y + playerHeight + gameState->players[p].playerCoord.offset.y - gameState->currentScreen.y * SCREEN_TILE_HEIGHT), 1.0f, 1.0f, 0.0f);
displayBMP((uint32_t*)bitmapMemory, &gameState->guyTorso[gameState->players[p].orientation],
unitsToPixels(playerScreenTile.x + gameState->players[p].playerCoord.offset.x - gameState->currentScreen.x * SCREEN_TILE_WIDTH),
unitsToPixels(playerScreenTile.y + playerHeight / 2.0f + gameState->players[p].playerCoord.offset.y - gameState->currentScreen.y * SCREEN_TILE_HEIGHT), width, height);
displayBMP((uint32_t*)bitmapMemory, &gameState->guyCape[gameState->players[p].orientation],
unitsToPixels(playerScreenTile.x + gameState->players[p].playerCoord.offset.x - gameState->currentScreen.x * SCREEN_TILE_WIDTH),
unitsToPixels(playerScreenTile.y + playerHeight / 2.0f + gameState->players[p].playerCoord.offset.y - gameState->currentScreen.y * SCREEN_TILE_HEIGHT), width, height);
displayBMP((uint32_t*)bitmapMemory, &gameState->guyHead[gameState->players[p].orientation],
unitsToPixels(playerScreenTile.x + gameState->players[p].playerCoord.offset.x - gameState->currentScreen.x * SCREEN_TILE_WIDTH),
unitsToPixels(playerScreenTile.y + playerHeight / 2.0f + gameState->players[p].playerCoord.offset.y - gameState->currentScreen.y * SCREEN_TILE_HEIGHT), width, height);
}
}
}
}