Separate entity functions to own file
This commit is contained in:
parent
1427ee3fde
commit
8a3886a60e
@ -125,6 +125,7 @@
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<ClCompile Include="src\Common.c" />
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<ClCompile Include="src\Debug.c" />
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<ClCompile Include="src\dengine.c" />
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<ClCompile Include="src\Entity.c" />
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<ClCompile Include="src\Platform.c" />
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<ClCompile Include="src\Renderer.c" />
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<ClCompile Include="src\Shader.c" />
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@ -48,6 +48,9 @@
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<ClCompile Include="src\Audio.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Entity.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="data\shaders\default.vert.glsl" />
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161
src/Entity.c
Normal file
161
src/Entity.c
Normal file
@ -0,0 +1,161 @@
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#include "Dengine/AssetManager.h"
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#include "Dengine/MemoryArena.h"
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#include "Dengine/Platform.h"
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#include "Dengine/Debug.h"
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#include "Dengine/Entity.h"
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#include "WorldTraveller/WorldTraveller.h"
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void entity_setActiveAnim(Entity *entity, enum AnimList animId)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(animId < animlist_count);
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ASSERT(entity->anim[animId].anim);
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#endif
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/* Reset current anim data */
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EntityAnim_ *currAnim = &entity->anim[entity->currAnimId];
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currAnim->currDuration = currAnim->anim->frameDuration;
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currAnim->currFrame = 0;
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/* Set entity active animation */
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entity->currAnimId = animId;
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}
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void entity_updateAnim(Entity *entity, f32 dt)
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{
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if (!entity->tex) return;
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// TODO(doyle): Recheck why we have this twice
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EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId];
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Animation anim = *entityAnim->anim;
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i32 frameIndex = anim.frameIndex[entityAnim->currFrame];
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v4 texRect = anim.atlas->texRect[frameIndex];
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entityAnim->currDuration -= dt;
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if (entityAnim->currDuration <= 0.0f)
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{
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entityAnim->currFrame++;
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entityAnim->currFrame = entityAnim->currFrame % anim.numFrames;
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frameIndex = entityAnim->anim->frameIndex[entityAnim->currFrame];
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texRect = anim.atlas->texRect[frameIndex];
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entityAnim->currDuration = anim.frameDuration;
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}
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// NOTE(doyle): If humanoid entity, let animation dictate render size which
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// may exceed the hitbox size of the entity
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switch (entity->type)
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{
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case entitytype_hero:
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case entitytype_mob:
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case entitytype_npc:
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entity->renderSize = math_getRectSize(texRect);
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default:
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break;
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}
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}
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void entity_addAnim(AssetManager *assetManager, Entity *entity, i32 animId)
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{
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Animation *anim = asset_getAnim(assetManager, animId);
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entity->anim[animId].anim = anim;
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entity->anim[animId].currFrame = 0;
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entity->anim[animId].currDuration = anim->frameDuration;
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}
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void entity_addGenericMob(MemoryArena *arena, AssetManager *assetManager,
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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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#endif
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Entity *hero = &world->entities[world->heroIndex];
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v2 size = V2(58.0f, 98.0f);
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enum EntityType type = entitytype_mob;
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enum Direction dir = direction_west;
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Texture *tex = asset_getTexture(assetManager, texlist_hero);
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b32 collides = TRUE;
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Entity *mob = entity_add(arena, world, pos, size, type, dir, tex, collides);
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/* Populate mob animation references */
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entity_addAnim(assetManager, mob, animlist_hero_idle);
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entity_addAnim(assetManager, mob, animlist_hero_walk);
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entity_addAnim(assetManager, mob, animlist_hero_wave);
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entity_addAnim(assetManager, mob, animlist_hero_battlePose);
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entity_addAnim(assetManager, mob, animlist_hero_tackle);
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mob->currAnimId = animlist_hero_idle;
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}
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Entity *entity_add(MemoryArena *arena, World *world, v2 pos, v2 size,
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enum EntityType type, enum Direction direction,
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Texture *tex, b32 collides)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(world);
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ASSERT(world->freeEntityIndex < world->maxEntities);
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ASSERT(type < entitytype_count);
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#endif
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Entity entity = {0};
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entity.id = world->uniqueIdAccumulator++;
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entity.pos = pos;
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entity.hitboxSize = size;
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entity.renderSize = size;
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entity.type = type;
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entity.direction = direction;
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entity.tex = tex;
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entity.collides = collides;
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switch(type)
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{
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case entitytype_hero:
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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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entity.stats->actionRate = 100;
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entity.stats->actionTimer = entity.stats->actionRate;
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entity.stats->actionSpdMul = 100;
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entity.stats->entityIdToAttack = -1;
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entity.stats->queuedAttack = entityattack_invalid;
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entity.state = entitystate_idle;
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break;
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case entitytype_mob:
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{
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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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entity.stats->actionRate = 100;
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entity.stats->actionTimer = entity.stats->actionRate;
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entity.stats->actionSpdMul = 100;
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entity.stats->entityIdToAttack = -1;
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entity.stats->queuedAttack = entityattack_invalid;
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entity.state = entitystate_idle;
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break;
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}
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default:
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break;
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}
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world->entities[world->freeEntityIndex++] = entity;
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Entity *result = &world->entities[world->freeEntityIndex-1];
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return result;
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}
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void entity_delete(MemoryArena *arena, World *world, i32 entityIndex)
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{
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Entity *entity = &world->entities[entityIndex];
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PLATFORM_MEM_FREE(arena, entity->stats, sizeof(EntityStats));
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// TODO(doyle): Inefficient shuffle down all elements
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for (i32 i = entityIndex; i < world->freeEntityIndex-1; i++)
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world->entities[i] = world->entities[i+1];
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world->freeEntityIndex--;
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}
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@ -1,8 +1,9 @@
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#include "WorldTraveller/WorldTraveller.h"
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#include "Dengine/Debug.h"
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#include "Dengine/Platform.h"
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#include "Dengine/Audio.h"
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#include "Dengine/Debug.h"
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#include "Dengine/Entity.h"
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#include "Dengine/Platform.h"
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enum State
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{
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@ -11,82 +12,12 @@ enum State
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state_win,
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};
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INTERNAL Entity *getHeroEntity(World *world)
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Entity *getHeroEntity(World *world)
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{
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Entity *result = &world->entities[world->heroIndex];
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return result;
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}
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INTERNAL Entity *addEntity(MemoryArena *arena, World *world, v2 pos, v2 size,
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enum EntityType type, enum Direction direction,
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Texture *tex, b32 collides)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(world);
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ASSERT(world->freeEntityIndex < world->maxEntities);
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ASSERT(type < entitytype_count);
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#endif
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Entity entity = {0};
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entity.id = world->uniqueIdAccumulator++;
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entity.pos = pos;
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entity.hitboxSize = size;
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entity.renderSize = size;
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entity.type = type;
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entity.direction = direction;
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entity.tex = tex;
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entity.collides = collides;
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switch(type)
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{
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case entitytype_hero:
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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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entity.stats->actionRate = 100;
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entity.stats->actionTimer = entity.stats->actionRate;
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entity.stats->actionSpdMul = 100;
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entity.stats->entityIdToAttack = -1;
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entity.stats->queuedAttack = entityattack_invalid;
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entity.state = entitystate_idle;
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break;
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case entitytype_mob:
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{
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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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entity.stats->actionRate = 100;
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entity.stats->actionTimer = entity.stats->actionRate;
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entity.stats->actionSpdMul = 100;
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entity.stats->entityIdToAttack = -1;
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entity.stats->queuedAttack = entityattack_invalid;
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entity.state = entitystate_idle;
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break;
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}
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default:
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break;
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}
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world->entities[world->freeEntityIndex++] = entity;
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Entity *result = &world->entities[world->freeEntityIndex-1];
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return result;
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}
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INTERNAL void deleteEntity(MemoryArena *arena, World *world, i32 entityIndex)
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{
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Entity *entity = &world->entities[entityIndex];
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PLATFORM_MEM_FREE(arena, entity->stats, sizeof(EntityStats));
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// TODO(doyle): Inefficient shuffle down all elements
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for (i32 i = entityIndex; i < world->freeEntityIndex-1; i++)
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world->entities[i] = world->entities[i+1];
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world->freeEntityIndex--;
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}
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INTERNAL void rendererInit(GameState *state, v2 windowSize)
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{
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AssetManager *assetManager = &state->assetManager;
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@ -126,40 +57,6 @@ INTERNAL void rendererInit(GameState *state, v2 windowSize)
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GL_CHECK_ERROR();
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}
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INTERNAL void addAnim(AssetManager *assetManager, i32 animId, Entity *entity)
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{
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Animation *anim = asset_getAnim(assetManager, animId);
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entity->anim[animId].anim = anim;
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entity->anim[animId].currFrame = 0;
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entity->anim[animId].currDuration = anim->frameDuration;
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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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{
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("Mob entity spawned");
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#endif
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Entity *hero = &world->entities[world->heroIndex];
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v2 size = V2(58.0f, 98.0f);
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enum EntityType type = entitytype_mob;
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enum Direction dir = direction_west;
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Texture *tex = asset_getTexture(assetManager, texlist_hero);
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b32 collides = TRUE;
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Entity *mob = addEntity(arena, world, pos, size, type, dir, tex, collides);
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/* Populate mob animation references */
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addAnim(assetManager, animlist_hero_idle, mob);
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addAnim(assetManager, animlist_hero_walk, mob);
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addAnim(assetManager, animlist_hero_wave, mob);
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addAnim(assetManager, animlist_hero_battlePose, mob);
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addAnim(assetManager, animlist_hero_tackle, mob);
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mob->currAnimId = animlist_hero_idle;
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}
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// TODO(doyle): Remove and implement own random generator!
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#include <time.h>
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#include <stdlib.h>
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@ -345,10 +242,10 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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enum Direction dir = direction_null;
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Texture *tex = asset_getTexture(assetManager, world->texType);
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b32 collides = FALSE;
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Entity *tile = addEntity(arena, world, pos, size, type, dir,
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Entity *tile = entity_add(arena, world, pos, size, type, dir,
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tex, collides);
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addAnim(assetManager, animlist_terrain, tile);
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entity_addAnim(assetManager, tile, animlist_terrain);
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tile->currAnimId = animlist_terrain;
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}
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}
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@ -366,11 +263,11 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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Texture *tex = NULL;
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b32 collides = FALSE;
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Entity *soundscape =
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addEntity(arena, world, pos, size, type, dir, tex, collides);
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entity_add(arena, world, pos, size, type, dir, tex, collides);
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world->soundscape = soundscape;
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soundscape->audio = PLATFORM_MEM_ALLOC(arena, 1, AudioRenderer);
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soundscape->audio->sourceIndex = AUDIO_SOURCE_UNASSIGNED;
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soundscape->audioRenderer = PLATFORM_MEM_ALLOC(arena, 1, AudioRenderer);
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soundscape->audioRenderer->sourceIndex = AUDIO_SOURCE_UNASSIGNED;
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/* Init hero entity */
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world->heroIndex = world->freeEntityIndex;
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@ -381,14 +278,14 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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dir = direction_east;
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tex = asset_getTexture(assetManager, texlist_hero);
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collides = TRUE;
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Entity *hero = addEntity(arena, world, pos, size, type, dir, tex, collides);
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Entity *hero = entity_add(arena, world, pos, size, type, dir, tex, collides);
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/* Populate hero animation references */
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addAnim(assetManager, animlist_hero_idle, hero);
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addAnim(assetManager, animlist_hero_walk, hero);
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addAnim(assetManager, animlist_hero_wave, hero);
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addAnim(assetManager, animlist_hero_battlePose, hero);
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addAnim(assetManager, animlist_hero_tackle, hero);
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entity_addAnim(assetManager, hero, animlist_hero_idle);
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entity_addAnim(assetManager, hero, animlist_hero_walk);
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entity_addAnim(assetManager, hero, animlist_hero_wave);
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entity_addAnim(assetManager, hero, animlist_hero_battlePose);
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entity_addAnim(assetManager, hero, animlist_hero_tackle);
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hero->currAnimId = animlist_hero_idle;
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/* Create a NPC */
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@ -398,16 +295,16 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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dir = direction_null;
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tex = hero->tex;
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collides = FALSE;
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Entity *npc = addEntity(arena, world, pos, size, type, dir, tex, collides);
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Entity *npc = entity_add(arena, world, pos, size, type, dir, tex, collides);
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/* Populate npc animation references */
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addAnim(assetManager, animlist_hero_wave, npc);
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entity_addAnim(assetManager, npc, animlist_hero_wave);
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npc->currAnimId = animlist_hero_wave;
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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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entity_addGenericMob(arena, assetManager, world, pos);
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("World populated");
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#endif
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@ -415,23 +312,6 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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srand(CAST(u32)(time(NULL)));
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}
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INTERNAL inline void setActiveEntityAnim(Entity *entity,
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enum AnimList animId)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(animId < animlist_count);
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ASSERT(entity->anim[animId].anim);
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#endif
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/* Reset current anim data */
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EntityAnim_ *currAnim = &entity->anim[entity->currAnimId];
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currAnim->currDuration = currAnim->anim->frameDuration;
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currAnim->currFrame = 0;
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/* Set entity active animation */
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entity->currAnimId = animId;
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}
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INTERNAL inline v4 getEntityScreenRect(Entity entity)
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{
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v4 result = math_getRect(entity.pos, entity.hitboxSize);
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@ -503,7 +383,8 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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f32 xModifier = 5.0f - CAST(f32)(rand() % 3);
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v2 pos = V2(renderer->size.w - (renderer->size.w / xModifier), yPos);
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addGenericMob(&state->arena, &state->assetManager, world, pos);
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entity_addGenericMob(&state->arena, &state->assetManager, world,
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pos);
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spaceBarWasDown = TRUE;
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}
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else if (!state->keys[GLFW_KEY_SPACE])
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@ -522,12 +403,12 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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hero->dPos = V2(0.0f, 0.0f);
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if (hero->currAnimId == animlist_hero_walk)
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{
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setActiveEntityAnim(hero, animlist_hero_idle);
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entity_setActiveAnim(hero, animlist_hero_idle);
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}
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}
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else if (hero->currAnimId == animlist_hero_idle)
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{
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setActiveEntityAnim(hero, animlist_hero_walk);
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entity_setActiveAnim(hero, animlist_hero_walk);
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}
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f32 heroSpeed = 6.2f * METERS_TO_PIXEL;
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@ -598,39 +479,6 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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}
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}
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INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
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{
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if (!entity->tex) return;
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// TODO(doyle): Recheck why we have this twice
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EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId];
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Animation anim = *entityAnim->anim;
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i32 frameIndex = anim.frameIndex[entityAnim->currFrame];
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v4 texRect = anim.atlas->texRect[frameIndex];
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entityAnim->currDuration -= dt;
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if (entityAnim->currDuration <= 0.0f)
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{
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entityAnim->currFrame++;
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entityAnim->currFrame = entityAnim->currFrame % anim.numFrames;
|
||||
frameIndex = entityAnim->anim->frameIndex[entityAnim->currFrame];
|
||||
texRect = anim.atlas->texRect[frameIndex];
|
||||
entityAnim->currDuration = anim.frameDuration;
|
||||
}
|
||||
|
||||
// NOTE(doyle): If humanoid entity, let animation dictate render size which
|
||||
// may exceed the hitbox size of the entity
|
||||
switch (entity->type)
|
||||
{
|
||||
case entitytype_hero:
|
||||
case entitytype_mob:
|
||||
case entitytype_npc:
|
||||
entity->renderSize = math_getRectSize(texRect);
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
INTERNAL v4 createCameraBounds(World *world, v2 size)
|
||||
{
|
||||
v4 result = math_getRect(world->cameraPos, size);
|
||||
@ -723,7 +571,7 @@ INTERNAL inline void updateWorldBattleEntities(World *world, Entity *entity,
|
||||
INTERNAL inline void resetEntityState(World *world, Entity *entity)
|
||||
{
|
||||
updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE);
|
||||
setActiveEntityAnim(entity, animlist_hero_idle);
|
||||
entity_setActiveAnim(entity, animlist_hero_idle);
|
||||
entity->stats->busyDuration = 0;
|
||||
entity->stats->actionTimer = entity->stats->actionRate;
|
||||
entity->stats->queuedAttack = entityattack_invalid;
|
||||
@ -744,7 +592,7 @@ INTERNAL void beginAttack(World *world, Entity *attacker)
|
||||
f32 busyDuration = attackAnim.anim->frameDuration *
|
||||
CAST(f32) attackAnim.anim->numFrames;
|
||||
attacker->stats->busyDuration = busyDuration;
|
||||
setActiveEntityAnim(attacker, animlist_hero_tackle);
|
||||
entity_setActiveAnim(attacker, animlist_hero_tackle);
|
||||
if (attacker->direction == direction_east)
|
||||
attacker->dPos.x += (1.0f * METERS_TO_PIXEL);
|
||||
else
|
||||
@ -859,7 +707,7 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity,
|
||||
// attacking it since there's no check before attack if entity is idle
|
||||
// or not (i.e. has moved out of frame last frame).
|
||||
case entitystate_dead:
|
||||
setActiveEntityAnim(entity, animlist_hero_idle);
|
||||
entity_setActiveAnim(entity, animlist_hero_idle);
|
||||
entity->stats->busyDuration = 0;
|
||||
entity->stats->actionTimer = entity->stats->actionRate;
|
||||
entity->stats->queuedAttack = entityattack_invalid;
|
||||
@ -896,7 +744,7 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity,
|
||||
{
|
||||
case entitystate_battle:
|
||||
endAttack(world, entity);
|
||||
setActiveEntityAnim(entity, animlist_hero_battlePose);
|
||||
entity_setActiveAnim(entity, animlist_hero_battlePose);
|
||||
entity->stats->actionTimer = entity->stats->actionRate;
|
||||
entity->stats->busyDuration = 0;
|
||||
break;
|
||||
@ -956,9 +804,9 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
{
|
||||
Entity *const entity = &world->entities[i];
|
||||
|
||||
if (entity->audio)
|
||||
if (entity->audioRenderer)
|
||||
{
|
||||
AudioRenderer *audioRenderer = entity->audio;
|
||||
AudioRenderer *audioRenderer = entity->audioRenderer;
|
||||
if (world->numEntitiesInBattle > 0)
|
||||
{
|
||||
AudioVorbis *battleTheme =
|
||||
@ -981,7 +829,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
}
|
||||
}
|
||||
|
||||
audio_updateAndPlay(&state->audioManager, entity->audio);
|
||||
audio_updateAndPlay(&state->audioManager, entity->audioRenderer);
|
||||
}
|
||||
|
||||
if (entity->state == entitystate_dead)
|
||||
@ -1002,7 +850,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
// an entity dies
|
||||
#if 1
|
||||
i32 entityIndexInArray = i;
|
||||
deleteEntity(&state->arena, world, entityIndexInArray);
|
||||
entity_delete(&state->arena, world, entityIndexInArray);
|
||||
|
||||
// TODO(doyle): DeleteEntity moves elements down 1, so account for i
|
||||
i--;
|
||||
@ -1113,7 +961,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
*/
|
||||
if (entity->tex)
|
||||
{
|
||||
updateEntityAnim(entity, dt);
|
||||
entity_updateAnim(entity, dt);
|
||||
/* Calculate region to render */
|
||||
renderer_entity(renderer, cameraBounds, entity, V2(0, 0), 0,
|
||||
V4(1, 1, 1, 1));
|
||||
@ -1138,7 +986,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
|
||||
{
|
||||
hero->state = entitystate_idle;
|
||||
world->entityIdInBattle[hero->id] = FALSE;
|
||||
setActiveEntityAnim(hero, animlist_hero_idle);
|
||||
entity_setActiveAnim(hero, animlist_hero_idle);
|
||||
}
|
||||
hero->stats->entityIdToAttack = -1;
|
||||
hero->stats->actionTimer = hero->stats->actionRate;
|
||||
|
@ -3,9 +3,12 @@
|
||||
|
||||
#include "Dengine/Common.h"
|
||||
#include "Dengine/Math.h"
|
||||
#include "Dengine/Texture.h"
|
||||
|
||||
typedef struct AssetManager AssetManager;
|
||||
typedef struct AudioRenderer AudioRenderer;
|
||||
typedef struct Texture Texture;
|
||||
typedef struct Animation Animation;
|
||||
typedef struct World World;
|
||||
|
||||
enum Direction
|
||||
{
|
||||
@ -91,7 +94,17 @@ typedef struct Entity
|
||||
enum AnimList currAnimId;
|
||||
|
||||
EntityStats *stats;
|
||||
AudioRenderer *audio;
|
||||
AudioRenderer *audioRenderer;
|
||||
i32 numAudioRenderers;
|
||||
} Entity;
|
||||
|
||||
void entity_setActiveAnim(Entity *entity, enum AnimList animId);
|
||||
void entity_updateAnim(Entity *entity, f32 dt);
|
||||
void entity_addAnim(AssetManager *assetManager, Entity *entity, i32 animId);
|
||||
void entity_addGenericMob(MemoryArena *arena, AssetManager *assetManager, World *world,
|
||||
v2 pos);
|
||||
Entity *entity_add(MemoryArena *arena, World *world, v2 pos, v2 size,
|
||||
enum EntityType type, enum Direction direction, Texture *tex,
|
||||
b32 collides);
|
||||
void entity_delete(MemoryArena *arena, World *world, i32 entityIndex);
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user