Add support for more attack-animations
Exploratory code to determine how to architect the engine for increasing requirements in game play.
This commit is contained in:
parent
fc6f6e086f
commit
5c4f493979
@ -62,9 +62,6 @@ inline char *debug_entityattack_string(i32 val)
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char *string;
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switch(val)
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{
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case entityattack_tackle:
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string = "EntityAttack_Tackle";
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break;
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case entityattack_count:
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string = "EntityAttack_Count (Error!)";
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break;
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18
src/Entity.c
18
src/Entity.c
@ -3,12 +3,14 @@
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#include "Dengine/Platform.h"
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#include "Dengine/WorldTraveller.h"
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void entity_setActiveAnim(Entity *const entity, const char *const animName)
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void entity_setActiveAnim(EventQueue *eventQueue, Entity *const entity,
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const char *const animName)
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{
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/* Reset current anim data */
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EntityAnim *currEntityAnim = &entity->animList[entity->currAnimId];
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currEntityAnim->currDuration = currEntityAnim->anim->frameDuration;
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currEntityAnim->currFrame = 0;
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currEntityAnim->timesCompleted = 0;
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/* Set entity active animation */
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for (i32 i = 0; i < ARRAY_COUNT(entity->animList); i++)
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@ -24,6 +26,9 @@ void entity_setActiveAnim(Entity *const entity, const char *const animName)
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newEntityAnim->currDuration =
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newEntityAnim->anim->frameDuration;
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newEntityAnim->currFrame = 0;
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worldTraveller_registerEvent(eventQueue, eventtype_start_anim,
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newEntityAnim);
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return;
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}
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}
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@ -32,7 +37,8 @@ void entity_setActiveAnim(Entity *const entity, const char *const animName)
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DEBUG_LOG("Entity does not have access to desired anim");
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}
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void entity_updateAnim(Entity *const entity, const f32 dt)
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void entity_updateAnim(EventQueue *eventQueue, Entity *const entity,
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const f32 dt)
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{
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if (!entity->tex)
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return;
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@ -45,6 +51,13 @@ void entity_updateAnim(Entity *const entity, const f32 dt)
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{
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currEntityAnim->currFrame++;
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currEntityAnim->currFrame = currEntityAnim->currFrame % anim->numFrames;
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if (currEntityAnim->currFrame == 0)
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{
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worldTraveller_registerEvent(eventQueue, eventtype_end_anim,
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currEntityAnim);
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currEntityAnim->timesCompleted++;
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}
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currEntityAnim->currDuration = anim->frameDuration;
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}
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@ -138,6 +151,7 @@ Entity *const entity_add(MemoryArena *const arena, World *const world,
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break;
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}
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case entitytype_projectile:
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case entitytype_attackObject:
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entity.stats = PLATFORM_MEM_ALLOC(arena, 1, EntityStats);
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entity.stats->maxHealth = 100;
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entity.stats->health = entity.stats->maxHealth;
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@ -13,37 +13,14 @@ enum State
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state_win,
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};
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enum EventType
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{
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eventtype_null = 0,
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eventtype_start_attack,
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eventtype_end_attack,
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eventtype_start_anim,
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eventtype_end_anim,
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eventtype_entity_died,
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eventtype_count,
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};
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typedef struct Event
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{
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enum EventType type;
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void *data;
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} Event;
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typedef struct EventQueue
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{
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Event queue[1024];
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i32 numEvents;
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} EventQueue;
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INTERNAL Entity *getHeroEntity(World *world)
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{
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Entity *result = &world->entities[entity_getIndex(world, world->heroId)];
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return result;
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}
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INTERNAL void addGenericMob(MemoryArena *arena, AssetManager *assetManager,
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World *world, v2 pos)
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INTERNAL void addGenericMob(EventQueue *eventQueue, MemoryArena *arena,
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AssetManager *assetManager, World *world, v2 pos)
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{
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("Mob entity spawned");
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@ -71,8 +48,17 @@ INTERNAL void addGenericMob(MemoryArena *arena, AssetManager *assetManager,
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entity_addAnim(assetManager, mob, "claudeIdle");
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entity_addAnim(assetManager, mob, "claudeRun");
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entity_addAnim(assetManager, mob, "claudeBattleIdle");
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entity_addAnim(assetManager, mob, "claudeAttack");
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entity_setActiveAnim(mob, "claudeIdle");
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entity_addAnim(assetManager, mob, "claudeAttackUp");
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entity_addAnim(assetManager, mob, "claudeAttackDown");
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entity_addAnim(assetManager, mob, "claudeAirSlash");
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entity_addAnim(assetManager, mob, "claudeDragonHowl");
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entity_addAnim(assetManager, mob, "claudeEnergySword");
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entity_addAnim(assetManager, mob, "claudeRipperBlast");
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entity_setActiveAnim(eventQueue, mob, "claudeIdle");
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}
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INTERNAL void rendererInit(GameState *state, v2 windowSize)
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@ -244,6 +230,95 @@ INTERNAL void assetInit(GameState *state)
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asset_addAnimation(assetManager, arena, "claudeAttack", claudeAtlas,
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claudeAttack, numRects, duration);
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char *claudeAttackDown[7] = {
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"ClaudeSprite_Attack_Down_01",
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"ClaudeSprite_Attack_Down_02",
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"ClaudeSprite_Attack_Down_03",
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"ClaudeSprite_Attack_Down_04",
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"ClaudeSprite_Attack_Down_05",
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"ClaudeSprite_Attack_Down_06",
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"ClaudeSprite_Attack_Down_07",
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};
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numRects = ARRAY_COUNT(claudeAttackDown);
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duration = 0.1f;
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asset_addAnimation(assetManager, arena, "claudeAttackDown",
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claudeAtlas, claudeAttackDown, numRects,
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duration);
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char *claudeAttackUp[3] = {
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"ClaudeSprite_Attack_Up_01",
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"ClaudeSprite_Attack_Up_02",
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"ClaudeSprite_Attack_Up_03",
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};
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numRects = ARRAY_COUNT(claudeAttackUp);
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duration = 0.2f;
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asset_addAnimation(assetManager, arena, "claudeAttackUp",
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claudeAtlas, claudeAttackUp, numRects,
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duration);
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char *claudeDragonHowl[3] = {
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"ClaudeSprite_Attack_DragonHowl_01",
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"ClaudeSprite_Attack_DragonHowl_02",
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"ClaudeSprite_Attack_DragonHowl_03",
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};
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numRects = ARRAY_COUNT(claudeDragonHowl);
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duration = 0.2f;
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asset_addAnimation(assetManager, arena, "claudeDragonHowl",
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claudeAtlas, claudeDragonHowl, numRects,
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duration);
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char *claudeDragonHowlVfx[7] = {
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"ClaudeSprite_Attack_DragonHowl_Vfx_01",
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"ClaudeSprite_Attack_DragonHowl_Vfx_02",
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"ClaudeSprite_Attack_DragonHowl_Vfx_03",
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"ClaudeSprite_Attack_DragonHowl_Vfx_04",
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"ClaudeSprite_Attack_DragonHowl_Vfx_05",
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"ClaudeSprite_Attack_DragonHowl_Vfx_06",
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"ClaudeSprite_Attack_DragonHowl_Vfx_07",
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};
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numRects = ARRAY_COUNT(claudeDragonHowlVfx);
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duration = 0.1f;
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asset_addAnimation(assetManager, arena, "claudeDragonHowlVfx",
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claudeAtlas, claudeDragonHowlVfx, numRects,
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duration);
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char *claudeRipperBlast[6] = {
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"ClaudeSprite_Attack_RipperBlast_01",
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"ClaudeSprite_Attack_RipperBlast_02",
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"ClaudeSprite_Attack_RipperBlast_03",
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"ClaudeSprite_Attack_RipperBlast_04",
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"ClaudeSprite_Attack_RipperBlast_05",
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"ClaudeSprite_Attack_RipperBlast_06",
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};
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numRects = ARRAY_COUNT(claudeRipperBlast);
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duration = 0.1f;
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asset_addAnimation(assetManager, arena, "claudeRipperBlast",
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claudeAtlas, claudeRipperBlast, numRects,
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duration);
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char *claudeRipperBlastVfx[9] = {
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"ClaudeSprite_Attack_RipperBlast_Vfx_04",
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"ClaudeSprite_Attack_RipperBlast_Vfx_05",
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"ClaudeSprite_Attack_RipperBlast_Vfx_06",
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"ClaudeSprite_Attack_RipperBlast_Vfx_07",
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"ClaudeSprite_Attack_RipperBlast_Vfx_08",
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"ClaudeSprite_Attack_RipperBlast_Vfx_09",
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"ClaudeSprite_Attack_RipperBlast_Vfx_10",
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"ClaudeSprite_Attack_RipperBlast_Vfx_11",
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"ClaudeSprite_Attack_RipperBlast_Vfx_12",
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};
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numRects = ARRAY_COUNT(claudeRipperBlastVfx);
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duration = 0.1f;
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asset_addAnimation(assetManager, arena, "claudeRipperBlastVfx",
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claudeAtlas, claudeRipperBlastVfx, numRects,
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duration);
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// Victory animation
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char *claudeVictory[8] = {"ClaudeSprite_Battle_Victory_01",
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"ClaudeSprite_Battle_Victory_02",
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@ -318,6 +393,7 @@ INTERNAL void assetInit(GameState *state)
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asset_addAnimation(assetManager, arena, "claudeAttackSlashLeft",
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claudeAtlas, claudeAttackSlashLeft, numRects,
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duration);
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}
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else
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{
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@ -451,6 +527,7 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
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CAST(i32) windowSize.h / state->tileSize);
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#endif
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EventQueue *eventQueue = &state->eventQueue;
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for (i32 i = 0; i < ARRAY_COUNT(state->world); i++)
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{
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World *const world = &state->world[i];
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@ -488,7 +565,7 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
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dir, tex, collides);
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entity_addAnim(assetManager, tile, "terrainGrass");
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entity_setActiveAnim(tile, "terrainGrass");
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entity_setActiveAnim(eventQueue, tile, "terrainGrass");
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}
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}
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#endif
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@ -552,10 +629,17 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
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entity_addAnim(assetManager, hero, "claudeIdle");
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entity_addAnim(assetManager, hero, "claudeRun");
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entity_addAnim(assetManager, hero, "claudeBattleIdle");
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entity_addAnim(assetManager, hero, "claudeAttack");
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entity_addAnim(assetManager, hero, "claudeAttackUp");
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entity_addAnim(assetManager, hero, "claudeAttackDown");
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entity_addAnim(assetManager, hero, "claudeDragonHowl");
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entity_addAnim(assetManager, hero, "claudeEnergySword");
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entity_addAnim(assetManager, hero, "claudeRipperBlast");
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entity_addAnim(assetManager, hero, "claudeAirSlash");
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entity_setActiveAnim(hero, "claudeIdle");
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entity_setActiveAnim(eventQueue, hero, "claudeIdle");
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/* Create a NPC */
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pos = V2(hero->pos.x * 3, CAST(f32) state->tileSize);
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@ -569,12 +653,12 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
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/* Populate npc animation references */
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entity_addAnim(assetManager, npc, "claudeVictory");
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entity_setActiveAnim(npc, "claudeVictory");
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entity_setActiveAnim(eventQueue, npc, "claudeVictory");
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/* Create a Mob */
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pos = V2(renderer->size.w - (renderer->size.w / 3.0f),
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CAST(f32) state->tileSize);
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addGenericMob(arena, assetManager, world, pos);
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addGenericMob(eventQueue, arena, assetManager, world, pos);
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("World populated");
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@ -923,17 +1007,18 @@ INTERNAL inline void updateWorldBattleEntities(World *world, Entity *entity,
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}
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// TODO(doyle): Function too vague
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INTERNAL inline void resetEntityState(World *world, Entity *entity)
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INTERNAL inline void resetEntityState(EventQueue *eventQueue, World *world,
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Entity *entity)
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{
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updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE);
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entity_setActiveAnim(entity, "claudeIdle");
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entity_setActiveAnim(eventQueue, entity, "claudeIdle");
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entity->stats->busyDuration = 0;
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entity->stats->actionTimer = entity->stats->actionRate;
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entity->stats->queuedAttack = entityattack_invalid;
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entity->stats->entityIdToAttack = ENTITY_NULL_ID;
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}
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INTERNAL registerEvent(EventQueue *eventQueue, enum EventType type, void *data)
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void worldTraveller_registerEvent(EventQueue *eventQueue, enum EventType type, void *data)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(eventQueue && type < eventtype_count);
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@ -969,8 +1054,9 @@ INTERNAL void entityStateSwitch(EventQueue *eventQueue, World *world,
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// attacking it since there's no check before attack if entity is idle
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// or not (i.e. has moved out of frame last frame).
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case entitystate_dead:
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registerEvent(eventQueue, eventtype_entity_died, CAST(void *)entity);
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entity_setActiveAnim(entity, "claudeIdle");
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worldTraveller_registerEvent(eventQueue, eventtype_entity_died,
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CAST(void *) entity);
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entity_setActiveAnim(eventQueue, entity, "claudeIdle");
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entity->stats->busyDuration = 0;
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entity->stats->actionTimer = entity->stats->actionRate;
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entity->stats->queuedAttack = entityattack_invalid;
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@ -993,11 +1079,12 @@ INTERNAL void entityStateSwitch(EventQueue *eventQueue, World *world,
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break;
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}
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case entitystate_idle:
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resetEntityState(world, entity);
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resetEntityState(eventQueue, world, entity);
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break;
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case entitystate_dead:
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registerEvent(eventQueue, eventtype_entity_died, CAST(void *)entity);
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resetEntityState(world, entity);
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worldTraveller_registerEvent(eventQueue, eventtype_entity_died,
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CAST(void *) entity);
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resetEntityState(eventQueue, world, entity);
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break;
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default:
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#ifdef DENGINE_DEBUG
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@ -1010,17 +1097,18 @@ INTERNAL void entityStateSwitch(EventQueue *eventQueue, World *world,
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switch (newState)
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{
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case entitystate_battle:
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entity_setActiveAnim(entity, "claudeBattleIdle");
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entity_setActiveAnim(eventQueue, entity, "claudeBattleIdle");
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entity->stats->actionTimer = entity->stats->actionRate;
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entity->stats->busyDuration = 0;
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break;
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// NOTE(doyle): Entity has been forced out of an attack (out of range)
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case entitystate_idle:
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resetEntityState(world, entity);
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resetEntityState(eventQueue, world, entity);
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break;
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case entitystate_dead:
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registerEvent(eventQueue, eventtype_entity_died, CAST(void *)entity);
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resetEntityState(world, entity);
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worldTraveller_registerEvent(eventQueue, eventtype_entity_died,
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CAST(void *) entity);
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resetEntityState(eventQueue, world, entity);
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break;
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default:
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#ifdef DENGINE_DEBUG
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@ -1071,13 +1159,13 @@ INTERNAL void beginAttack(AssetManager *assetManager, MemoryArena *arena,
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entityStateSwitch(eventQueue, world, attacker, entitystate_attack);
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switch (attacker->stats->queuedAttack)
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{
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case entityattack_tackle:
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case entityattack_claudeAttack:
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{
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entity_setActiveAnim(attacker, "claudeAttack");
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entity_setActiveAnim(eventQueue, attacker, "claudeAttack");
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if (attacker->stats->weapon)
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{
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attacker->stats->weapon->invisible = FALSE;
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entity_setActiveAnim(attacker->stats->weapon,
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entity_setActiveAnim(eventQueue, attacker->stats->weapon,
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"claudeAttackSlashLeft");
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}
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if (attacker->direction == direction_east)
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@ -1087,27 +1175,106 @@ INTERNAL void beginAttack(AssetManager *assetManager, MemoryArena *arena,
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break;
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}
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case entityattack_energySword:
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case entityattack_claudeAttackUp:
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{
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entity_setActiveAnim(attacker, "claudeEnergySword");
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entity_setActiveAnim(eventQueue, attacker, "claudeAttackUp");
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if (attacker->stats->weapon)
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{
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attacker->stats->weapon->invisible = FALSE;
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entity_setActiveAnim(eventQueue, attacker->stats->weapon,
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"claudeAttackSlashLeft");
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}
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if (attacker->direction == direction_east)
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attacker->dPos.x += (1.0f * METERS_TO_PIXEL);
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else
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attacker->dPos.x -= (1.0f * METERS_TO_PIXEL);
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break;
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}
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case entityattack_airSlash:
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case entityattack_claudeAttackDown:
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{
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entity_setActiveAnim(attacker, "claudeAirSlash");
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entity_setActiveAnim(eventQueue, attacker, "claudeAttackDown");
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if (attacker->stats->weapon)
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{
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attacker->stats->weapon->invisible = FALSE;
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entity_setActiveAnim(eventQueue, attacker->stats->weapon,
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"claudeAttackSlashLeft");
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}
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if (attacker->direction == direction_east)
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attacker->dPos.x += (1.0f * METERS_TO_PIXEL);
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else
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attacker->dPos.x -= (1.0f * METERS_TO_PIXEL);
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break;
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}
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case entityattack_claudeDragonHowl:
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{
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entity_setActiveAnim(eventQueue, attacker, "claudeDragonHowl");
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f32 scale = 1.5f;
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v2 size = V2(40, 40);
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Entity *projectile = entity_add(
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arena, world, attacker->pos, size, scale,
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entitytype_projectile, attacker->direction, attacker->tex, TRUE);
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|
||||
projectile->collidesWith[entitytype_hero] = TRUE;
|
||||
projectile->collidesWith[entitytype_mob] = TRUE;
|
||||
projectile->collidesWith[attacker->type] = FALSE;
|
||||
|
||||
projectile->stats->entityIdToAttack = attacker->stats->entityIdToAttack;
|
||||
entity_addAnim(assetManager, projectile, "claudeDragonHowlVfx");
|
||||
entity_setActiveAnim(eventQueue, projectile, "claudeDragonHowlVfx");
|
||||
break;
|
||||
}
|
||||
|
||||
case entityattack_claudeEnergySword:
|
||||
{
|
||||
entity_setActiveAnim(eventQueue, attacker, "claudeEnergySword");
|
||||
break;
|
||||
}
|
||||
|
||||
case entityattack_claudeRipperBlast:
|
||||
{
|
||||
entity_setActiveAnim(eventQueue, attacker, "claudeRipperBlast");
|
||||
f32 scale = 5.0f;
|
||||
v2 size = V2(20, 20);
|
||||
|
||||
Entity *target = entity_get(world, attacker->stats->entityIdToAttack);
|
||||
v2 targetPos = v2_add(attacker->pos, V2(100, 0));
|
||||
if (target)
|
||||
{
|
||||
targetPos = target->pos;
|
||||
}
|
||||
|
||||
Entity *projectile = entity_add(
|
||||
arena, world, targetPos, size, scale,
|
||||
entitytype_attackObject, attacker->direction, attacker->tex, TRUE);
|
||||
|
||||
projectile->collidesWith[entitytype_hero] = TRUE;
|
||||
projectile->collidesWith[entitytype_mob] = TRUE;
|
||||
projectile->collidesWith[attacker->type] = FALSE;
|
||||
|
||||
projectile->stats->entityIdToAttack = attacker->stats->entityIdToAttack;
|
||||
entity_addAnim(assetManager, projectile, "claudeRipperBlastVfx");
|
||||
entity_setActiveAnim(eventQueue, projectile, "claudeRipperBlastVfx");
|
||||
break;
|
||||
}
|
||||
|
||||
case entityattack_claudeAirSlash:
|
||||
{
|
||||
entity_setActiveAnim(eventQueue, attacker, "claudeAirSlash");
|
||||
f32 scale = 1.5f;
|
||||
v2 size = V2(20, 20);
|
||||
Entity *projectile = entity_add(
|
||||
arena, world, attacker->pos, size, scale,
|
||||
entitytype_projectile, attacker->direction, attacker->tex, TRUE);
|
||||
|
||||
projectile->collidesWith[entitytype_hero] = FALSE;
|
||||
projectile->collidesWith[entitytype_hero] = TRUE;
|
||||
projectile->collidesWith[entitytype_mob] = TRUE;
|
||||
projectile->collidesWith[attacker->type] = FALSE;
|
||||
|
||||
projectile->stats->entityIdToAttack = attacker->stats->entityIdToAttack;
|
||||
entity_addAnim(assetManager, projectile, "claudeAirSlashVfx");
|
||||
entity_setActiveAnim(projectile, "claudeAirSlashVfx");
|
||||
entity_setActiveAnim(eventQueue, projectile, "claudeAirSlashVfx");
|
||||
|
||||
v2 initialOffset = V2(size.x * 0.5f, 0);
|
||||
f32 deltaScale = 0.3f;
|
||||
@ -1128,7 +1295,7 @@ INTERNAL void beginAttack(AssetManager *assetManager, MemoryArena *arena,
|
||||
child->stats->entityIdToAttack =
|
||||
projectile->stats->entityIdToAttack;
|
||||
entity_addAnim(assetManager, child, "claudeAirSlashVfx");
|
||||
entity_setActiveAnim(child, "claudeAirSlashVfx");
|
||||
entity_setActiveAnim(eventQueue, child, "claudeAirSlashVfx");
|
||||
projectile->childIds[i] = child->id;
|
||||
}
|
||||
break;
|
||||
@ -1159,7 +1326,9 @@ INTERNAL void endAttack(MemoryArena *arena, EventQueue *eventQueue,
|
||||
entityStateSwitch(eventQueue, world, attacker, entitystate_battle);
|
||||
switch (attacker->stats->queuedAttack)
|
||||
{
|
||||
case entityattack_tackle:
|
||||
case entityattack_claudeAttack:
|
||||
case entityattack_claudeAttackUp:
|
||||
case entityattack_claudeAttackDown:
|
||||
// TODO(doyle): Move animation offsets out and into animation type
|
||||
|
||||
if (attacker->stats->weapon)
|
||||
@ -1174,16 +1343,19 @@ INTERNAL void endAttack(MemoryArena *arena, EventQueue *eventQueue,
|
||||
|
||||
break;
|
||||
|
||||
case entityattack_airSlash:
|
||||
case entityattack_claudeAirSlash:
|
||||
case entityattack_claudeRipperBlast:
|
||||
case entityattack_claudeDragonHowl:
|
||||
break;
|
||||
|
||||
case entityattack_energySword:
|
||||
case entityattack_claudeEnergySword:
|
||||
attacker->stats->health += 80;
|
||||
AttackSpec *attackSpec = PLATFORM_MEM_ALLOC(arena, 1, AttackSpec);
|
||||
attackSpec->attacker = attacker;
|
||||
attackSpec->defender = attacker;
|
||||
attackSpec->damage = 30;
|
||||
registerEvent(eventQueue, eventtype_end_attack, attackSpec);
|
||||
worldTraveller_registerEvent(eventQueue, eventtype_end_attack,
|
||||
attackSpec);
|
||||
return;
|
||||
|
||||
default:
|
||||
@ -1236,7 +1408,8 @@ INTERNAL void endAttack(MemoryArena *arena, EventQueue *eventQueue,
|
||||
attackSpec->defender = defender;
|
||||
attackSpec->damage = damage;
|
||||
|
||||
registerEvent(eventQueue, eventtype_end_attack, attackSpec);
|
||||
worldTraveller_registerEvent(eventQueue, eventtype_end_attack,
|
||||
attackSpec);
|
||||
// TODO(doyle): Use attacker stats in battle equations
|
||||
if (attacker->type == entitytype_hero)
|
||||
{
|
||||
@ -1286,17 +1459,22 @@ INTERNAL enum EntityAttack selectBestAttack(Entity *entity)
|
||||
{
|
||||
if (entity->stats->health <= 50.0f && entity->type == entitytype_hero)
|
||||
{
|
||||
return entityattack_energySword;
|
||||
return entityattack_claudeEnergySword;
|
||||
}
|
||||
else
|
||||
{
|
||||
enum EntityAttack attack = entityattack_tackle;;
|
||||
if (entity->type == entitytype_hero)
|
||||
enum EntityAttack attack = entityattack_claudeAttack;
|
||||
i32 choice = rand() % 7;
|
||||
switch(choice)
|
||||
{
|
||||
b32 choice = rand() % 2;
|
||||
attack =
|
||||
(choice == TRUE) ? entityattack_airSlash : entityattack_tackle;
|
||||
//attack = entityattack_tackle;
|
||||
case 0: attack = entityattack_claudeAttack; break;
|
||||
case 1: attack = entityattack_claudeAttackUp; break;
|
||||
case 2: attack = entityattack_claudeAttackDown; break;
|
||||
case 3: attack = entityattack_claudeDragonHowl; break;
|
||||
case 4: attack = entityattack_claudeEnergySword; break;
|
||||
case 5: attack = entityattack_claudeRipperBlast; break;
|
||||
case 6: attack = entityattack_claudeAirSlash; break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
return attack;
|
||||
@ -1447,6 +1625,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
World *const world = &state->world[state->currWorldIndex];
|
||||
Font *font = &assetManager->font;
|
||||
MemoryArena *arena = &state->arena;
|
||||
EventQueue *eventQueue = &state->eventQueue;
|
||||
|
||||
/*
|
||||
**********************
|
||||
@ -1526,7 +1705,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
|
||||
v2 pos =
|
||||
V2(renderer->size.w - (renderer->size.w / xModifier), yPos);
|
||||
addGenericMob(&state->arena, &state->assetManager, world, pos);
|
||||
addGenericMob(eventQueue, &state->arena, &state->assetManager, world, pos);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1535,7 +1714,6 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
* Update entities and render
|
||||
******************************
|
||||
*/
|
||||
EventQueue eventQueue = {0};
|
||||
Rect camera = createWorldBoundedCamera(world, renderer->size);
|
||||
AudioManager *audioManager = &state->audioManager;
|
||||
|
||||
@ -1655,7 +1833,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
}
|
||||
|
||||
i32 numEntitiesInBattleBefore = world->numEntitiesInBattle;
|
||||
entityStateSwitch(&eventQueue, world, entity, newState);
|
||||
entityStateSwitch(eventQueue, world, entity, newState);
|
||||
|
||||
if (numEntitiesInBattleBefore == 0 &&
|
||||
world->numEntitiesInBattle > 0)
|
||||
@ -1767,14 +1945,14 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
{
|
||||
if (common_strcmp(currAnimName, "claudeIdle") == 0)
|
||||
{
|
||||
entity_setActiveAnim(hero, "claudeRun");
|
||||
entity_setActiveAnim(eventQueue, hero, "claudeRun");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (common_strcmp(currAnimName, "claudeRun") == 0)
|
||||
{
|
||||
entity_setActiveAnim(hero, "claudeIdle");
|
||||
entity_setActiveAnim(eventQueue, hero, "claudeIdle");
|
||||
}
|
||||
}
|
||||
|
||||
@ -1813,7 +1991,18 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
// TODO(doyle): Unify concept of dead entity for mobs and
|
||||
// projectiles
|
||||
projectile->state = entitystate_dead;
|
||||
registerEvent(&eventQueue, eventtype_entity_died, projectile);
|
||||
// TODO(doyle): register endattack event
|
||||
worldTraveller_registerEvent(eventQueue, eventtype_entity_died,
|
||||
projectile);
|
||||
}
|
||||
}
|
||||
else if (entity->type == entitytype_attackObject)
|
||||
{
|
||||
if (entity->animList[entity->currAnimId].timesCompleted == 1)
|
||||
{
|
||||
entity->state = entitystate_dead;
|
||||
worldTraveller_registerEvent(eventQueue, eventtype_entity_died,
|
||||
entity);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1846,7 +2035,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
}
|
||||
|
||||
/* Launch up attack animation */
|
||||
beginAttack(assetManager, &state->arena, &eventQueue, world,
|
||||
beginAttack(assetManager, &state->arena, eventQueue, world,
|
||||
entity);
|
||||
}
|
||||
}
|
||||
@ -1858,7 +2047,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
if (stats->busyDuration <= 0)
|
||||
{
|
||||
/* Apply attack damage */
|
||||
endAttack(&state->arena, &eventQueue, world, entity);
|
||||
endAttack(&state->arena, eventQueue, world, entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1876,7 +2065,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
|
||||
if (entity->tex)
|
||||
{
|
||||
entity_updateAnim(entity, dt);
|
||||
entity_updateAnim(eventQueue, entity, dt);
|
||||
/* Calculate region to render */
|
||||
renderer_entity(renderer, camera, entity,
|
||||
v2_scale(entity->renderSize, 0.5f), 0,
|
||||
@ -1890,9 +2079,13 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
*****************************************
|
||||
*/
|
||||
i32 numDeadEntities = 0;
|
||||
for (i32 i = 0; i < eventQueue.numEvents; i++)
|
||||
for (i32 i = 0; i < eventQueue->numEvents; i++)
|
||||
{
|
||||
Event event = eventQueue.queue[i];
|
||||
Event event = eventQueue->queue[i];
|
||||
|
||||
eventQueue->queue[i].type = eventtype_null;
|
||||
eventQueue->queue[i].data = NULL;
|
||||
|
||||
switch(event.type)
|
||||
{
|
||||
case eventtype_end_attack:
|
||||
@ -1903,7 +2096,9 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
Entity *attacker = attackSpec->attacker;
|
||||
Entity *defender = attackSpec->defender;
|
||||
|
||||
if (attacker->stats->queuedAttack == entityattack_tackle)
|
||||
if (attacker->stats->queuedAttack == entityattack_claudeAttack ||
|
||||
attacker->stats->queuedAttack == entityattack_claudeAttackUp ||
|
||||
attacker->stats->queuedAttack == entityattack_claudeAttackDown)
|
||||
{
|
||||
i32 freeAudioIndex = entityGetFreeAudioRendererIndex(attacker);
|
||||
if (freeAudioIndex != -1)
|
||||
@ -1940,7 +2135,8 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
1);
|
||||
}
|
||||
}
|
||||
else if (attacker->stats->queuedAttack == entityattack_energySword)
|
||||
else if (attacker->stats->queuedAttack ==
|
||||
entityattack_claudeEnergySword)
|
||||
{
|
||||
i32 freeAudioIndex = entityGetFreeAudioRendererIndex(attacker);
|
||||
if (freeAudioIndex != -1)
|
||||
@ -1952,7 +2148,8 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
1);
|
||||
}
|
||||
}
|
||||
else if (attacker->stats->queuedAttack == entityattack_airSlash)
|
||||
else if (attacker->stats->queuedAttack ==
|
||||
entityattack_claudeAirSlash)
|
||||
{
|
||||
i32 freeAudioIndex = entityGetFreeAudioRendererIndex(attacker);
|
||||
if (freeAudioIndex != -1)
|
||||
@ -1964,6 +2161,32 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
1);
|
||||
}
|
||||
}
|
||||
else if (attacker->stats->queuedAttack ==
|
||||
entityattack_claudeDragonHowl)
|
||||
{
|
||||
i32 freeAudioIndex = entityGetFreeAudioRendererIndex(attacker);
|
||||
if (freeAudioIndex != -1)
|
||||
{
|
||||
audio_playVorbis(
|
||||
arena, audioManager,
|
||||
&attacker->audioRenderer[freeAudioIndex],
|
||||
asset_getVorbis(assetManager, "Attack_Dragon_howl"),
|
||||
1);
|
||||
}
|
||||
}
|
||||
else if (attacker->stats->queuedAttack ==
|
||||
entityattack_claudeRipperBlast)
|
||||
{
|
||||
i32 freeAudioIndex = entityGetFreeAudioRendererIndex(attacker);
|
||||
if (freeAudioIndex != -1)
|
||||
{
|
||||
audio_playVorbis(
|
||||
arena, audioManager,
|
||||
&attacker->audioRenderer[freeAudioIndex],
|
||||
asset_getVorbis(assetManager, "Attack_tear_into_pieces"),
|
||||
1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//ASSERT(INVALID_CODE_PATH);
|
||||
@ -2039,6 +2262,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
}
|
||||
}
|
||||
}
|
||||
eventQueue->numEvents = 0;
|
||||
|
||||
/*
|
||||
****************************
|
||||
@ -2053,11 +2277,11 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
if (hero->state == entitystate_battle &&
|
||||
world->numEntitiesInBattle == 1)
|
||||
{
|
||||
entityStateSwitch(&eventQueue, world, hero, entitystate_idle);
|
||||
entityStateSwitch(eventQueue, world, hero, entitystate_idle);
|
||||
}
|
||||
else if (hero->state != entitystate_attack)
|
||||
{
|
||||
entityStateSwitch(&eventQueue, world, hero, entitystate_battle);
|
||||
entityStateSwitch(eventQueue, world, hero, entitystate_battle);
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -2066,7 +2290,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
{
|
||||
hero->state = entitystate_idle;
|
||||
world->entityIdInBattle[hero->id] = FALSE;
|
||||
entity_setActiveAnim(hero, "claudeIdle");
|
||||
entity_setActiveAnim(eventQueue, hero, "claudeIdle");
|
||||
}
|
||||
hero->stats->entityIdToAttack = -1;
|
||||
hero->stats->actionTimer = hero->stats->actionRate;
|
||||
|
@ -10,6 +10,7 @@ typedef struct MemoryArena MemoryArena;
|
||||
typedef struct Texture Texture;
|
||||
typedef struct Animation Animation;
|
||||
typedef struct World World;
|
||||
typedef struct EventQueue EventQueue;
|
||||
|
||||
typedef struct Entity Entity;
|
||||
|
||||
@ -29,6 +30,7 @@ enum EntityType
|
||||
entitytype_hero,
|
||||
entitytype_weapon,
|
||||
entitytype_projectile,
|
||||
entitytype_attackObject,
|
||||
entitytype_npc,
|
||||
entitytype_mob,
|
||||
entitytype_tile,
|
||||
@ -48,9 +50,13 @@ enum EntityState
|
||||
|
||||
enum EntityAttack
|
||||
{
|
||||
entityattack_tackle,
|
||||
entityattack_airSlash,
|
||||
entityattack_energySword,
|
||||
entityattack_claudeAttack,
|
||||
entityattack_claudeAttackUp,
|
||||
entityattack_claudeAttackDown,
|
||||
entityattack_claudeDragonHowl,
|
||||
entityattack_claudeEnergySword,
|
||||
entityattack_claudeRipperBlast,
|
||||
entityattack_claudeAirSlash,
|
||||
entityattack_count,
|
||||
entityattack_invalid,
|
||||
};
|
||||
@ -76,6 +82,8 @@ typedef struct EntityAnim
|
||||
Animation *anim;
|
||||
i32 currFrame;
|
||||
f32 currDuration;
|
||||
|
||||
u32 timesCompleted;
|
||||
} EntityAnim;
|
||||
|
||||
struct Entity
|
||||
@ -118,8 +126,10 @@ struct Entity
|
||||
i32 numAudioRenderers;
|
||||
};
|
||||
|
||||
void entity_setActiveAnim(Entity *const entity, const char *const animName);
|
||||
void entity_updateAnim(Entity *const entity, const f32 dt);
|
||||
void entity_setActiveAnim(EventQueue *eventQueue, Entity *const entity,
|
||||
const char *const animName);
|
||||
void entity_updateAnim(EventQueue *eventQueue, Entity *const entity,
|
||||
const f32 dt);
|
||||
void entity_addAnim(AssetManager *const assetManager, Entity *const entity,
|
||||
const char *const animName);
|
||||
Entity *const entity_add(MemoryArena *const arena, World *const world,
|
||||
|
@ -16,6 +16,29 @@
|
||||
/* Forward declaration */
|
||||
typedef struct Entity Entity;
|
||||
|
||||
enum EventType
|
||||
{
|
||||
eventtype_null = 0,
|
||||
eventtype_start_attack,
|
||||
eventtype_end_attack,
|
||||
eventtype_start_anim,
|
||||
eventtype_end_anim,
|
||||
eventtype_entity_died,
|
||||
eventtype_count,
|
||||
};
|
||||
|
||||
typedef struct Event
|
||||
{
|
||||
enum EventType type;
|
||||
void *data;
|
||||
} Event;
|
||||
|
||||
typedef struct EventQueue
|
||||
{
|
||||
Event queue[1024];
|
||||
i32 numEvents;
|
||||
} EventQueue;
|
||||
|
||||
enum RectBaseline
|
||||
{
|
||||
rectbaseline_top,
|
||||
@ -73,8 +96,11 @@ typedef struct GameState
|
||||
Config config;
|
||||
MemoryArena arena;
|
||||
UiState uiState;
|
||||
EventQueue eventQueue;
|
||||
} GameState;
|
||||
|
||||
void worldTraveller_gameInit(GameState *state, v2 windowSize);
|
||||
void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt);
|
||||
void worldTraveller_registerEvent(EventQueue *eventQueue, enum EventType type,
|
||||
void *data);
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user