tely: Decouple entity from sprite sheet

This commit is contained in:
2023-09-24 15:44:52 +10:00
parent b70a86aa33
commit 3745b0c6bc
4 changed files with 134 additions and 103 deletions
+12 -13
View File
@@ -434,11 +434,11 @@ static void FP_Game_EntityActionSetState(FP_GameEntityAction *action, FP_GameEnt
// Reset the timers and animation for the current action and set the duration
// for the new action.
static void FP_Game_EntityActionReset(FP_GameEntityAction *action, Dqn_f32 new_action_duration, TELY_AssetSpriteAnimation *anim)
static void FP_Game_EntityActionReset(FP_GameEntityAction *action, Dqn_f32 new_action_duration, FP_ActionToAnimationMapping mapping)
{
if (!action)
return;
action->anim = anim;
action->mapping = mapping;
action->timer_s = 0.f;
action->end_at_s = new_action_duration;
action->flags = 0;
@@ -667,17 +667,16 @@ static FP_GameEntityHandle FP_Game_EntityAddWallAtTile(FP_Game *game, Dqn_String
static FP_GameEntityHandle FP_Game_EntityAddMob(FP_Game *game, Dqn_V2 pos)
{
FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Mob");
entity->local_pos = pos;
entity->size_scale = Dqn_V2_InitNx1(.5f);
entity->sprite_sheet = &game->smoochie_sprite_sheet;
entity->sprite_anims = game->smoochie_sprite_anims;
entity->local_hit_box_size = Dqn_V2_InitV2I(game->smoochie_sprite_sheet.sprite_size);
entity->flags |= FP_GameEntityFlag_Clickable;
entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
entity->flags |= FP_GameEntityFlag_MoveByMouse;
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->stalk_entity = game->player;
FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Mob");
entity->local_pos = pos;
entity->size_scale = Dqn_V2_InitNx1(.25f);
entity->action_to_anim_mapping = game->smoochie_action_mappings;
entity->local_hit_box_size = Dqn_V2_InitV2I(game->smoochie_sprite_sheet.sprite_size);
entity->flags |= FP_GameEntityFlag_Clickable;
entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
entity->flags |= FP_GameEntityFlag_MoveByMouse;
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->stalk_entity = game->player;
FP_GameEntityHandle result = entity->handle;
return result;