Basic attack queue implemented for hero
This commit is contained in:
parent
129234fbeb
commit
c52d872058
@ -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);
|
||||
|
@ -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)
|
||||
{
|
||||
@ -45,6 +39,9 @@ INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
|
||||
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)
|
||||
updateEntity(state, entity, dt);
|
||||
if (entity->state == entitystate_battle)
|
||||
{
|
||||
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)
|
||||
{
|
||||
// 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");
|
||||
#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,
|
||||
renderer_rect(&state->renderer, cameraBounds, heroCenter,
|
||||
V2(distance, 5.0f), 0, renderTex,
|
||||
V4(1, 0, 0, 0.25f));
|
||||
|
||||
/* Update action timer */
|
||||
#ifdef DENGINE_DEBUG
|
||||
ASSERT(entity->stats)
|
||||
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
|
||||
#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",
|
||||
|
@ -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;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user