Add hitbox size/render size notion
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c52d872058
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@ -215,14 +215,14 @@ void renderer_string(Renderer *const renderer, v4 cameraBounds,
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}
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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v2 entityRenderSize, f32 rotate, v4 color)
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f32 rotate, v4 color)
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{
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// TODO(doyle): Batch into render groups
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// NOTE(doyle): Pos + Size since the origin of an entity is it's bottom left
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// corner. Add the two together so that the clipping point is the far right
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// side of the entity
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v2 rightAlignedP = v2_add(entity->pos, entity->size);
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v2 rightAlignedP = v2_add(entity->pos, entity->hitboxSize);
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v2 leftAlignedP = entity->pos;
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if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
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(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
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@ -244,7 +244,7 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
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v2 entityRelativeToCamera = v2_sub(entity->pos, offsetFromCamOrigin);
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renderObject(renderer, entityRelativeToCamera, entityRenderSize,
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renderObject(renderer, entityRelativeToCamera, entity->renderSize,
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rotate, color, entity->tex);
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}
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}
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@ -22,7 +22,8 @@ INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
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Entity entity = {0};
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entity.pos = pos;
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entity.size = size;
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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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@ -272,7 +273,7 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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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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size = hero->size;
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size = hero->hitboxSize;
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type = entitytype_npc;
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dir = direction_null;
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tex = hero->tex;
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@ -291,7 +292,7 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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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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size = hero->size;
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size = hero->hitboxSize;
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type = entitytype_mob;
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dir = direction_west;
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tex = hero->tex;
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@ -459,8 +460,8 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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if (entity.collides)
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{
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v4 heroRect =
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V4(newHeroP.x, newHeroP.y, (newHeroP.x + hero->size.x),
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(newHeroP.y + hero->size.y));
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V4(newHeroP.x, newHeroP.y, (newHeroP.x + hero->hitboxSize.x),
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(newHeroP.y + hero->hitboxSize.y));
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v4 entityRect = getEntityScreenRect(entity);
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if (((heroRect.z >= entityRect.x && heroRect.z <= entityRect.z) ||
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@ -489,7 +490,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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V2((hero->pos.x - (0.5f * state->renderer.size.w)), (0.0f));
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// NOTE(doyle): Hero position is offset to the center so -recenter it
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offsetFromHeroToOrigin.x += (hero->size.x * 0.5f);
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offsetFromHeroToOrigin.x += (hero->hitboxSize.x * 0.5f);
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world->cameraPos = offsetFromHeroToOrigin;
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}
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}
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@ -509,6 +510,18 @@ INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
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texRect = anim->rect[anim->currRectIndex];
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anim->currDuration = anim->duration;
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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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INTERNAL void beginAttack(GameState *state, Entity *attacker)
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@ -570,6 +583,7 @@ INTERNAL v4 createCameraBounds(World *world, v2 size)
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INTERNAL void updateEntity(GameState *state, Entity *entity, f32 dt)
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{
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World *const world = &state->world[state->currWorldIndex];
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Entity *hero = &world->entities[world->heroIndex];
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@ -629,6 +643,8 @@ INTERNAL void updateEntity(GameState *state, Entity *entity, f32 dt)
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entity->state = entitystate_dead;
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}
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}
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updateEntityAnim(entity, dt);
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}
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void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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@ -653,24 +669,8 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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for (i32 entityId = 0; entityId < world->freeEntityIndex; entityId++)
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{
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Entity *const entity = &world->entities[entityId];
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u32 oldAnimCycleCount = entity->currAnimCyclesCompleted;
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updateEntityAnim(entity, dt);
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v2 entityRenderSize = entity->size;
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if (entity->type == entitytype_hero || entity->type == entitytype_mob)
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{
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#ifdef DENGINE_DEBUG
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DEBUG_PUSH_STRING("HeroAnimCycleCount: %d",
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entity->currAnimCyclesCompleted, "i32");
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#endif
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// NOTE(doyle): If dynamic entity, allow animations to exceed
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// the actual hitbox of character
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EntityAnim *anim = &entity->anim[entity->currAnimId];
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v4 texRect = anim->rect[anim->currRectIndex];
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entityRenderSize = math_getRectSize(texRect);
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}
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updateEntity(state, entity, dt);
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if (entity->state == entitystate_battle)
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{
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if (hero->state == entitystate_idle)
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@ -702,8 +702,8 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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}
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f32 rotate = 0.0f;
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renderer_entity(&state->renderer, cameraBounds, entity,
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entityRenderSize, rotate, V4(1, 1, 1, 1));
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renderer_entity(&state->renderer, cameraBounds, entity, rotate,
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V4(1, 1, 1, 1));
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#ifdef DENGINE_DEBUG
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/* Render debug markers on entities */
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@ -732,8 +732,8 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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if (debugString)
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{
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v2 strPos = v2_add(entity->pos, entity->size);
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i32 indexOfLowerAInMetrics = 'a' - CAST(i32)font->codepointRange.x;
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v2 strPos = v2_add(entity->pos, entity->hitboxSize);
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i32 indexOfLowerAInMetrics = 'a' - CAST(i32) font->codepointRange.x;
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strPos.y += font->charMetrics[indexOfLowerAInMetrics].offset.y;
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renderer_string(&state->renderer, cameraBounds, font, debugString,
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@ -81,7 +81,8 @@ typedef struct Entity
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{
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v2 pos; // Position
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v2 dPos; // Velocity
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v2 size;
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v2 hitboxSize;
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v2 renderSize;
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enum EntityState state;
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enum EntityType type;
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@ -100,7 +101,7 @@ typedef struct Entity
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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.size);
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v4 result = math_getRect(entity.pos, entity.hitboxSize);
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return result;
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}
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@ -51,6 +51,6 @@ inline void renderer_staticString(Renderer *const renderer, Font *const font,
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}
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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v2 entityRenderSize, f32 rotate, v4 color);
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f32 rotate, v4 color);
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#endif
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