Basic attack queue implemented for hero

This commit is contained in:
Doyle Thai 2016-07-18 20:16:29 +10:00
parent 129234fbeb
commit c52d872058
3 changed files with 218 additions and 109 deletions

View File

@ -41,6 +41,14 @@ void debug_pushString(char *formatString, void *data, char *dataType)
ARRAY_COUNT(GLOBAL_debugState.debugStrings[0]),
formatString, val);
}
else if (common_strcmp(dataType, "char") == 0)
{
char *val = CAST(char *)data;
snprintf(GLOBAL_debugState.debugStrings[numDebugStrings],
ARRAY_COUNT(GLOBAL_debugState.debugStrings[0]),
formatString, val);
}
else
{
ASSERT(INVALID_CODE_PATH);

View File

@ -10,12 +10,6 @@ enum State
state_win,
};
INTERNAL void attackEntity(Entity *attacker, Entity *defender)
{
// TODO(doyle): Use attacker stats in battle equations
defender->stats->health--;
}
INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
enum Direction direction, Texture *tex, b32 collides)
{
@ -39,12 +33,15 @@ INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
case entitytype_hero:
case entitytype_mob:
{
entity.stats = PLATFORM_MEM_ALLOC(1, EntityStats);
entity.stats->maxHealth = 100;
entity.stats->health = entity.stats->maxHealth;
entity.stats->actionRate = 100;
entity.stats->actionTimer = entity.stats->actionRate;
entity.stats->actionSpdMul = 100;
entity.stats = PLATFORM_MEM_ALLOC(1, EntityStats);
entity.stats->maxHealth = 100;
entity.stats->health = entity.stats->maxHealth;
entity.stats->actionRate = 100;
entity.stats->actionTimer = entity.stats->actionRate;
entity.stats->actionSpdMul = 100;
entity.stats->entityIdToAttack = -1;
entity.stats->queuedAttack = entityattack_invalid;
entity.state = entitystate_idle;
break;
}
@ -113,7 +110,6 @@ INTERNAL void rendererInit(GameState *state, v2 windowSize)
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glCheckError();
}
void worldTraveller_gameInit(GameState *state, v2 windowSize)
@ -515,6 +511,126 @@ INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
}
}
INTERNAL void beginAttack(GameState *state, Entity *attacker)
{
attacker->state = entitystate_attack;
switch (attacker->stats->queuedAttack)
{
case entityattack_tackle:
EntityAnim attackAnim = attacker->anim[entityanimid_tackle];
f32 busyDuration = attackAnim.duration * CAST(f32) attackAnim.numRects;
attacker->stats->busyDuration = busyDuration;
setActiveEntityAnim(attacker, entityanimid_tackle);
break;
default:
#ifdef DENGINE_DEBUG
ASSERT(INVALID_CODE_PATH);
#endif
}
}
// TODO(doyle): Calculate the battle damage, transition back into battle pose ..
// etc
INTERNAL void endAttack(GameState *state, Entity *attacker)
{
// TODO(doyle): Use attacker stats in battle equations
attacker->state = entitystate_battle;
attacker->stats->actionTimer = attacker->stats->actionRate;
attacker->stats->busyDuration = 0;
setActiveEntityAnim(attacker, entityanimid_battlePose);
Entity *defender =
&state->world->entities[attacker->stats->entityIdToAttack];
defender->stats->health--;
}
INTERNAL v4 createCameraBounds(World *world, v2 size)
{
v4 result = math_getRect(world->cameraPos, size);
// NOTE(doyle): Lock camera if it passes the bounds of the world
if (result.x <= world->bounds.x)
{
result.x = world->bounds.x;
result.z = result.x + size.w;
}
// TODO(doyle): Do the Y component when we need it
if (result.y >= world->bounds.y) result.y = world->bounds.y;
if (result.z >= world->bounds.z)
{
result.z = world->bounds.z;
result.x = result.z - size.w;
}
if (result.w <= world->bounds.w) result.w = world->bounds.w;
return result;
}
INTERNAL void updateEntity(GameState *state, Entity *entity, f32 dt)
{
World *const world = &state->world[state->currWorldIndex];
Entity *hero = &world->entities[world->heroIndex];
if (entity->state == entitystate_idle)
{
if (entity->type == entitytype_mob)
{
// TODO(doyle): Currently calculated in pixels, how about meaningful
// game units?
f32 distance = v2_magnitude(hero->pos, entity->pos);
f32 battleThreshold = 500.0f;
if (distance <= battleThreshold)
{
entity->state = entitystate_battle;
}
else
{
entity->stats->actionTimer = entity->stats->actionRate;
entity->stats->queuedAttack = entityattack_invalid;
}
}
}
if ((entity->state == entitystate_battle ||
entity->state == entitystate_attack) &&
entity->type == entitytype_hero)
{
EntityStats *stats = entity->stats;
if (stats->health > 0)
{
if (entity->state == entitystate_battle)
{
if (stats->actionTimer > 0)
stats->actionTimer -= dt * stats->actionSpdMul;
if (stats->actionTimer < 0)
{
stats->actionTimer = 0;
if (stats->queuedAttack == entityattack_invalid)
stats->queuedAttack = entityattack_tackle;
beginAttack(state, entity);
}
}
else
{
stats->busyDuration -= dt;
if (stats->busyDuration <= 0)
endAttack(state, entity);
}
}
else
{
// TODO(doyle): Generalise for all entities
hero->stats->entityIdToAttack = -1;
hero->state = entitystate_idle;
entity->state = entitystate_dead;
}
}
}
void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
{
/* Update */
@ -530,36 +646,18 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
#endif
/* Recalculate rendering bounds */
v4 cameraBounds = math_getRect(world->cameraPos, renderer->size);
// NOTE(doyle): Lock camera if it passes the bounds of the world
if (cameraBounds.x <= world->bounds.x)
{
cameraBounds.x = world->bounds.x;
cameraBounds.z = cameraBounds.x + renderer->size.w;
}
// TODO(doyle): Do the Y component when we need it
if (cameraBounds.y >= world->bounds.y) cameraBounds.y = world->bounds.y;
if (cameraBounds.z >= world->bounds.z)
{
cameraBounds.z = world->bounds.z;
cameraBounds.x = cameraBounds.z - renderer->size.w;
}
if (cameraBounds.w <= world->bounds.w) cameraBounds.w = world->bounds.w;
v4 cameraBounds = createCameraBounds(world, renderer->size);
/* Update and render entity loop */
ASSERT(world->freeEntityIndex < world->maxEntities);
for (i32 i = 0; i < world->freeEntityIndex; i++)
for (i32 entityId = 0; entityId < world->freeEntityIndex; entityId++)
{
/* Game logic */
Entity *const entity = &world->entities[i];
Entity *const entity = &world->entities[entityId];
u32 oldAnimCycleCount = entity->currAnimCyclesCompleted;
updateEntityAnim(entity, dt);
v2 entityRenderSize = entity->size;
if (entity->type == entitytype_hero)
if (entity->type == entitytype_hero || entity->type == entitytype_mob)
{
#ifdef DENGINE_DEBUG
DEBUG_PUSH_STRING("HeroAnimCycleCount: %d",
@ -570,84 +668,37 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
EntityAnim *anim = &entity->anim[entity->currAnimId];
v4 texRect = anim->rect[anim->currRectIndex];
entityRenderSize = math_getRectSize(texRect);
if (oldAnimCycleCount != entity->currAnimCyclesCompleted)
{
if (entity->currAnimId == entityanimid_tackle)
{
setActiveEntityAnim(entity, entityanimid_idle);
if (hero->direction == direction_east)
hero->dPos.x -= (1.0f * METERS_TO_PIXEL);
else
hero->dPos.x += (1.0f * METERS_TO_PIXEL);
}
}
}
// TODO(doyle): Undefined behaviour when multiple entities on screen
else if (entity->type == entitytype_mob)
updateEntity(state, entity, dt);
if (entity->state == entitystate_battle)
{
// TODO(doyle): Currently calculated in pixels, how about meaningful
// game units?
f32 distance = v2_magnitude(hero->pos, entity->pos);
if (hero->state == entitystate_idle)
hero->state = entitystate_battle;
if (hero->stats->entityIdToAttack == -1)
hero->stats->entityIdToAttack = entityId;
#if 0
#ifdef DENGINE_DEBUG
DEBUG_PUSH_STRING("Hero to Entity Magnitude: %06.2f", distance,
"f32");
Texture *emptyTex =
asset_getTexture(assetManager, texlist_empty);
v2 heroCenter = v2_add(hero->pos, v2_scale(hero->size, 0.5f));
RenderTex renderTex = {emptyTex, V4(0, 1, 1, 0)};
renderer_rect(&state->renderer, cameraBounds, heroCenter,
V2(distance, 5.0f), 0, renderTex,
V4(1, 0, 0, 0.25f));
v4 color = V4(1.0f, 0, 0, 1);
char *battleStr = "IN-BATTLE RANGE";
f32 strLenInPixels =
CAST(f32)(font->maxSize.w * common_strlen(battleStr));
v2 strPos = V2((renderer->size.w * 0.5f) - (strLenInPixels * 0.5f),
renderer->size.h - 300.0f);
renderer_staticString(&state->renderer, font, battleStr, strPos, 0,
color);
#endif
f32 battleThreshold = 500.0f;
if (distance <= battleThreshold)
{
#ifdef DENGINE_DEBUG
v4 color = V4(1.0f, 0, 0, 1);
char *battleStr = "IN-BATTLE RANGE";
f32 strLenInPixels =
CAST(f32)(font->maxSize.w * common_strlen(battleStr));
v2 strPos =
V2((renderer->size.w * 0.5f) - (strLenInPixels * 0.5f),
renderer->size.h - 300.0f);
renderer_staticString(&state->renderer, font, battleStr, strPos,
0, color);
#endif
/* Render targetting reticule */
Texture *emptyTex =
asset_getTexture(assetManager, texlist_empty);
v2 heroCenter = v2_add(hero->pos, v2_scale(hero->size, 0.5f));
RenderTex renderTex = {emptyTex, V4(0, 1, 1, 0)};
renderer_rect(renderer, cameraBounds, heroCenter,
V2(distance, 5.0f), 0, renderTex,
V4(1, 0, 0, 0.25f));
/* Update action timer */
#ifdef DENGINE_DEBUG
ASSERT(entity->stats)
#endif
setActiveEntityAnim(hero, entityanimid_battlePose);
hero->stats->actionTimer -= dt * hero->stats->actionSpdMul;
entity->stats->actionTimer -= dt * entity->stats->actionSpdMul;
if (hero->stats->health > 0)
{
if (hero->stats->actionTimer <= 0)
{
//attackEntity(hero, entity);
hero->stats->actionTimer = hero->stats->actionRate;
}
}
if (entity->stats->health > 0)
{
if (entity->stats->actionTimer <= 0)
{
entity->stats->actionTimer = entity->stats->actionRate;
}
}
}
else
{
entity->stats->actionTimer = entity->stats->actionRate;
hero->stats->actionTimer = hero->stats->actionRate;
}
}
f32 rotate = 0.0f;
@ -699,7 +750,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
strPos.y -= GLOBAL_debugState.stringLineGap;
char entityIDStr[32];
snprintf(entityIDStr, ARRAY_COUNT(entityIDStr), "ID: %4d/%d", i,
snprintf(entityIDStr, ARRAY_COUNT(entityIDStr), "ID: %4d/%d", entityId,
world->maxEntities);
renderer_string(&state->renderer, cameraBounds, font, entityIDStr,
strPos, 0, color);
@ -745,6 +796,34 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
/* Render debug info stack */
DEBUG_PUSH_STRING("Hero Pos: %06.2f, %06.2f", hero->pos, "v2");
DEBUG_PUSH_STRING("Hero dPos: %06.2f, %06.2f", hero->dPos, "v2");
DEBUG_PUSH_STRING("Hero Busy Duration: %05.3f", hero->stats->busyDuration, "f32");
char *stateString;
switch(hero->state)
{
case entitystate_idle:
stateString = "Idle";
break;
case entitystate_battle:
stateString = "Battle";
break;
case entitystate_attack:
stateString = "Attack";
break;
case entitystate_dead:
stateString = "Dead";
break;
case entitystate_count:
stateString = "Invalid (Count)";
break;
case entitystate_invalid:
stateString = "Invalid";
break;
default:
stateString = "Unknown";
}
DEBUG_PUSH_STRING("Hero State: %s", *stateString, "char");
DEBUG_PUSH_STRING("FreeEntityIndex: %d", world->freeEntityIndex, "i32");
DEBUG_PUSH_STRING("glDrawArray Calls: %d",

View File

@ -36,6 +36,16 @@ enum EntityAnimId
entityanimid_invalid,
};
enum EntityState
{
entitystate_idle,
entitystate_battle,
entitystate_attack,
entitystate_dead,
entitystate_count,
entitystate_invalid,
};
typedef struct EntityAnim
{
v4 *rect;
@ -46,6 +56,13 @@ typedef struct EntityAnim
f32 currDuration;
} EntityAnim;
enum EntityAttack
{
entityattack_tackle,
entityattack_count,
entityattack_invalid,
};
typedef struct EntityStats
{
f32 maxHealth;
@ -54,6 +71,10 @@ typedef struct EntityStats
f32 actionRate;
f32 actionTimer;
f32 actionSpdMul;
f32 busyDuration;
i32 entityIdToAttack;
i32 queuedAttack;
} EntityStats;
typedef struct Entity
@ -62,6 +83,7 @@ typedef struct Entity
v2 dPos; // Velocity
v2 size;
enum EntityState state;
enum EntityType type;
enum Direction direction;