fp: Rejig the mob spawner to use a fixed-waypoint path
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30a69e40e9
@ -205,6 +205,7 @@ void TELY_DLL_Init(void *user_data)
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// NOTE: Hero
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{
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Terry");
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entity->type = FP_EntityType_Terry;
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entity->local_pos = Dqn_V2_InitNx2(1334, 396);
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entity->action_to_anim_mapping = game->terry_action_mappings;
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entity->size_scale = Dqn_V2_InitNx1(0.25f);
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@ -282,13 +283,31 @@ void TELY_DLL_Init(void *user_data)
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// NOTE: Mob spawner ===========================================================================
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{
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Mob spawner");
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entity->local_pos = Dqn_V2_InitNx2(0, platform->core.window_size.y * .5f);
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entity->local_pos = Dqn_V2_InitNx2(50.f, platform->core.window_size.y * .5f);
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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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entity->flags |= FP_GameEntityFlag_MoveByMouse;
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entity->flags |= FP_GameEntityFlag_MoveByGamepad;
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entity->flags |= FP_GameEntityFlag_MobSpawner;
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entity->spawn_cap = 1;
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entity->spawn_cap = 16;
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entity->spawn_list = TELY_ChunkPool_New(game->chunk_pool, FP_GameEntitySpawnList);
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entity->spawn_list->next = entity->spawn_list;
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entity->spawn_list->prev = entity->spawn_list;
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FP_Game_PushParentEntity(game, entity->handle);
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{
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{
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FP_GameEntity *waypoint = FP_Game_MakeEntityPointerF(game, "Waypoint");
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waypoint->local_pos = Dqn_V2_InitNx2(800.f, 100.f);
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waypoint->flags |= FP_GameEntityFlag_Clickable;
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waypoint->flags |= FP_GameEntityFlag_MoveByKeyboard;
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waypoint->flags |= FP_GameEntityFlag_MoveByMouse;
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waypoint->flags |= FP_GameEntityFlag_MoveByGamepad;
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waypoint->flags |= FP_GameEntityFlag_MobSpawnerWaypoint;
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}
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}
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FP_Game_PopParentEntity(game);
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}
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uint16_t font_size = 18;
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@ -676,8 +695,11 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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FP_EntitySmoochieState *state = DQN_CAST(FP_EntitySmoochieState *)&entity->action.state;
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move_entity = *state == FP_EntitySmoochieState_Run || *state == FP_EntitySmoochieState_Idle;
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} break;
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case FP_EntityType_Merchant: break;
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}
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if (move_entity) {
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acceleration = dir_vector * 10000000.f;
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if (dir_vector.x)
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entity->direction = dir_vector.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left;
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@ -685,6 +707,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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entity->direction = dir_vector.y > 0.f ? FP_GameDirection_Down : FP_GameDirection_Up;
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}
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}
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}
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// NOTE: Stalk entity ======================================================================
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Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
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@ -718,17 +741,18 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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}
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}
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}
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}
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#endif
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// NOTE: Render the waypoints
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for (FP_GameWaypoint *waypoint = entity->waypoints->next; waypoint != entity->waypoints; waypoint = waypoint->next) {
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Dqn_V2 circle_pos = Dqn_V2_InitNx2(waypoint->pos.x * game->tile_size + game->tile_size * .5f, waypoint->pos.y * game->tile_size + game->tile_size * .5f);
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Dqn_V2 circle_pos = Dqn_V2_InitNx2(waypoint->pos.x, waypoint->pos.y);
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TELY_Render_CircleColourV4(renderer, circle_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_MAGENTA_V4);
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}
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if (entity->waypoints->next != entity->waypoints) {
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FP_GameWaypoint *waypoint = entity->waypoints->next;
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Dqn_V2I target_tile = entity->waypoints->next->pos;
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Dqn_V2 target_pos = Dqn_V2_InitNx2(target_tile.x * game->tile_size + game->tile_size *.5f, target_tile.y * game->tile_size + game->tile_size * .5f);
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Dqn_V2 target_pos = Dqn_V2_InitV2I(entity->waypoints->next->pos);
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Dqn_V2 entity_to_target_pos = target_pos - entity_world_pos;
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if (Dqn_V2_LengthSq(entity_to_target_pos) < DQN_SQUARED(entity->local_hit_box_size.x * .5f)) {
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@ -738,12 +762,10 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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} else {
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Dqn_V2 entity_to_target_pos_norm = Dqn_V2_Normalise(entity_to_target_pos);
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if (acceleration.x == 0 && acceleration.y == 0) {
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acceleration = entity_to_target_pos_norm * 700'000.f;
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acceleration = entity_to_target_pos_norm * 1'000'000.f;
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}
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}
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}
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}
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#endif
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// NOTE: Core equations of motion ==========================================================
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bool has_collision = false;
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@ -869,12 +891,51 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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// NOTE: Mob spawner =======================================================================
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if (entity->flags & FP_GameEntityFlag_MobSpawner) {
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if (entity->spawn_count < entity->spawn_cap) {
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// NOTE: Check if any spawned entities dies to remove it from the spawn cap tracker
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for (FP_GameEntitySpawnList *link = entity->spawn_list->next; link != entity->spawn_list;) {
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FP_GameEntity *spawned_entity = FP_Game_GetEntity(game, link->entity);
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if (spawned_entity) {
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// NOTE: Spawned entity is still alive
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link = link->next;
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continue;
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}
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DQN_ASSERT(entity->spawn_count);
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entity->spawn_count--;
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// NOTE: Entity is dead remove it from the linked list
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FP_GameEntitySpawnList *link_to_delete = link;
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link->next->prev = link->prev;
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link->prev->next = link->next;
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link = link->next;
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TELY_ChunkPool_Dealloc(game->chunk_pool, link_to_delete);
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}
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if (entity->spawn_count < entity->spawn_cap) { // NOTE: Spawn new entities
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if (input->timer_s >= entity->next_spawn_timestamp_s) {
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entity->next_spawn_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 5.f);
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entity->spawn_count++;
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FP_Game_EntityAddMob(game, entity_world_pos);
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FP_GameEntitySpawnList *item = TELY_ChunkPool_New(game->chunk_pool, FP_GameEntitySpawnList);
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item->entity = FP_Game_EntityAddMob(game, entity_world_pos);
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FP_SentinelDoublyLinkedList_Insert(entity->spawn_list, item);
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// NOTE: Setup the mob with a sentinel waypoint
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FP_GameEntity *mob = FP_Game_GetEntity(game, item->entity);
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mob->waypoints = TELY_ChunkPool_New(game->chunk_pool, FP_GameWaypoint);
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mob->waypoints->next = mob->waypoints;
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mob->waypoints->prev = mob->waypoints;
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for (FP_GameEntity *waypoint_entity = entity->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) {
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if ((waypoint_entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint) == 0)
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continue;
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// NOTE: Add the waypoint
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FP_GameWaypoint *waypoint = TELY_ChunkPool_New(game->chunk_pool, FP_GameWaypoint);
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Dqn_V2 waypoint_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
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waypoint->pos = Dqn_V2I_InitV2(waypoint_pos);
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FP_SentinelDoublyLinkedList_Insert(mob->waypoints, waypoint);
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}
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}
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}
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}
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@ -3,6 +3,12 @@
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#include "feely_pona_unity.h"
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#endif
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#define FP_SentinelDoublyLinkedList_Insert(list, item) \
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item->next = list; \
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item->prev = list->prev; \
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item->next->prev = item; \
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item->prev->next = item;
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enum FP_ProfileZone
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{
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FP_ProfileZone_FPUpdate = TELY_ProfileZone_Count,
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@ -5,6 +5,7 @@
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enum FP_EntityType
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{
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FP_EntityType_Nil,
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FP_EntityType_Terry,
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FP_EntityType_Smoochie,
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FP_EntityType_Merchant,
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@ -292,6 +292,9 @@ static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle
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if (entity->name.size)
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TELY_ChunkPool_Dealloc(game->chunk_pool, entity->name.data);
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if (entity->spawn_list)
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TELY_ChunkPool_Dealloc(game->chunk_pool, entity->spawn_list);
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if (new_entity_generation > entity_generation) {
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// NOTE: Update the incremented handle disassociating all prior handles
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// to this entity which would reference older generation values
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@ -672,7 +675,7 @@ static FP_GameEntityHandle FP_Game_EntityAddMob(FP_Game *game, Dqn_V2 pos)
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entity->local_pos = pos;
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entity->size_scale = Dqn_V2_InitNx1(.25f);
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entity->action_to_anim_mapping = game->smoochie_action_mappings;
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entity->local_hit_box_size = Dqn_V2_InitV2I(game->smoochie_sprite_sheet.sprite_size);
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entity->local_hit_box_size = Dqn_V2_InitNx2(428, 471) * entity->size_scale;
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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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entity->flags |= FP_GameEntityFlag_MoveByMouse;
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@ -13,6 +13,7 @@ enum FP_GameEntityFlag
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FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox = 1 << 5,
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FP_GameEntityFlag_NonTraversable = 1 << 6,
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FP_GameEntityFlag_MobSpawner = 1 << 7,
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FP_GameEntityFlag_MobSpawnerWaypoint = 1 << 8,
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};
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enum FP_GameShapeType
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@ -52,6 +53,13 @@ struct FP_GameWaypoint
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FP_GameWaypoint *prev;
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};
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struct FP_GameEntitySpawnList
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{
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FP_GameEntityHandle entity;
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FP_GameEntitySpawnList *next;
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FP_GameEntitySpawnList *prev;
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};
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enum FP_GameEntityActionFlag
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{
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FP_GameEntityActionFlag_StateTransition = 1 << 0,
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@ -112,6 +120,8 @@ struct FP_GameEntity
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Dqn_V2 attack_box_size;
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Dqn_V2 attack_box_offset;
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Dqn_FArray<Dqn_V2, 8> spawner_waypoints;
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FP_GameEntitySpawnList *spawn_list;
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uint64_t next_spawn_timestamp_s;
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uint64_t spawn_count;
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uint64_t spawn_cap;
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