tely: Decouple entity from sprite sheet
This commit is contained in:
parent
b70a86aa33
commit
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2
External/tely
vendored
2
External/tely
vendored
@ -1 +1 @@
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Subproject commit f874ab4d3d127c7caa9ccdffebdb9ba1edfa5067
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Subproject commit b135bb46769657e730b49c173db7476160855984
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119
feely_pona.cpp
119
feely_pona.cpp
@ -3,20 +3,12 @@
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#include "feely_pona_unity.h"
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#endif
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struct FP_LoadSpriteSheetFromSpecResult
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TELY_AssetSpriteSheet FP_LoadSpriteSheetFromSpec(TELY_Platform *platform, TELY_Assets *assets, Dqn_Arena *arena, Dqn_String8 sheet_name)
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{
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TELY_AssetSpriteSheet sheet;
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Dqn_Slice<TELY_AssetSpriteAnimation> anims;
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};
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FP_LoadSpriteSheetFromSpecResult FP_LoadSpriteSheetFromSpec(TELY_Platform *platform, TELY_Assets *assets, Dqn_Arena *arena, Dqn_String8 sheet_name)
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{
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FP_LoadSpriteSheetFromSpecResult result = {};
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TELY_AssetSpriteSheet *sheet = &result.sheet;
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TELY_AssetSpriteSheet result = {};
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Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(arena);
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sheet->sprite_size = Dqn_V2I_InitNx2(185, 170);
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sheet->type = TELY_AssetSpriteSheetType_Rects;
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result.sprite_size = Dqn_V2I_InitNx2(185, 170);
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result.type = TELY_AssetSpriteSheetType_Rects;
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// NOTE: Load the sprite meta file =========================================================
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Dqn_String8 sprite_spec_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s.txt", DQN_STRING_FMT(assets->textures_dir), DQN_STRING_FMT(sheet_name));
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@ -35,13 +27,13 @@ FP_LoadSpriteSheetFromSpecResult FP_LoadSpriteSheetFromSpec(TELY_Platform *platf
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// NOTE: Sprite sheet path
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Dqn_String8 sprite_sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s", DQN_STRING_FMT(assets->textures_dir), DQN_STRING_FMT(line_splits.data[1]));
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sheet->tex_handle = platform->func_load_texture(assets, sheet_name, sprite_sheet_path);
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result.tex_handle = platform->func_load_texture(assets, sheet_name, sprite_sheet_path);
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DQN_ASSERTF(Dqn_Fs_Exists(sprite_sheet_path), "Required file does not exist '%.*s'", DQN_STRING_FMT(sprite_sheet_path));
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// NOTE: Total sprite frame count
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Dqn_String8ToU64Result total_frame_count = Dqn_String8_ToU64(line_splits.data[2], 0);
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DQN_ASSERT(total_frame_count.success);
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sheet->rects = Dqn_Slice_Alloc<Dqn_Rect>(arena, total_frame_count.value, Dqn_ZeroMem_No);
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result.rects = Dqn_Slice_Alloc<Dqn_Rect>(arena, total_frame_count.value, Dqn_ZeroMem_No);
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// NOTE: Total animation count
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Dqn_String8ToU64Result total_anim_count = Dqn_String8_ToU64(line_splits.data[3], 0);
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@ -82,7 +74,7 @@ FP_LoadSpriteSheetFromSpecResult FP_LoadSpriteSheetFromSpec(TELY_Platform *platf
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DQN_ASSERT(w.success);
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DQN_ASSERT(h.success);
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sheet->rects.data[sprite_rect_index++] =
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result.rects.data[sprite_rect_index++] =
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Dqn_Rect_InitNx4(DQN_CAST(Dqn_f32) x.value,
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DQN_CAST(Dqn_f32) y.value,
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DQN_CAST(Dqn_f32) w.value,
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@ -90,7 +82,7 @@ FP_LoadSpriteSheetFromSpecResult FP_LoadSpriteSheetFromSpec(TELY_Platform *platf
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}
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}
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DQN_ASSERT(sheet->rects.size == sprite_rect_index);
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DQN_ASSERT(result.rects.size == sprite_rect_index);
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DQN_ASSERT(result.anims.size == sprite_anim_index);
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return result;
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}
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@ -492,17 +484,24 @@ void TELY_DLL_Init(void *user_data)
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// NOTE: Load sprite sheets ====================================================================
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{
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{
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FP_LoadSpriteSheetFromSpecResult terry = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("terry_walk_resized_25%"));
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game->terry_sprite_sheet = terry.sheet;
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game->terry_sprite_anims = terry.anims;
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}
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game->terry_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("terry_walk_resized_25%"));
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game->terry_action_mappings = Dqn_Slice_CopyArray<FP_ActionToAnimationMapping>(&platform->arena, {
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{FP_ActionType_Idle, &game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, DQN_STRING8("terry_walk_idle"))},
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{FP_ActionType_WalkUp, &game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, DQN_STRING8("terry_walk_up"))},
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{FP_ActionType_WalkDown, &game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, DQN_STRING8("terry_walk_down"))},
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{FP_ActionType_WalkLeft, &game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, DQN_STRING8("terry_walk_left"))},
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{FP_ActionType_WalkRight, &game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, DQN_STRING8("terry_walk_right"))},
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});
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{
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FP_LoadSpriteSheetFromSpecResult smoochie = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("smoochie_resized_25%"));
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game->smoochie_sprite_sheet = smoochie.sheet;
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game->smoochie_sprite_anims = smoochie.anims;
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}
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game->smoochie_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("smoochie_resized_25%"));
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game->smoochie_action_mappings = Dqn_Slice_CopyArray<FP_ActionToAnimationMapping>(&platform->arena, {
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{FP_ActionType_Idle, &game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, DQN_STRING8("smoochie_walk_down"))},
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{FP_ActionType_WalkUp, &game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, DQN_STRING8("smoochie_walk_up"))},
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{FP_ActionType_WalkDown, &game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, DQN_STRING8("smoochie_walk_down"))},
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{FP_ActionType_WalkLeft, &game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, DQN_STRING8("smoochie_walk_left"))},
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{FP_ActionType_WalkRight, &game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, DQN_STRING8("smoochie_walk_right"))},
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{FP_ActionType_Death, &game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, DQN_STRING8("smoochie_death"))},
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});
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}
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game->entities = Dqn_VArray_Init<FP_GameEntity>(&platform->arena, 1024 * 8);
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@ -586,13 +585,10 @@ void TELY_DLL_Init(void *user_data)
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// NOTE: Hero
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{
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TELY_AssetSpriteSheet *sheet = &game->terry_sprite_sheet;
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Dqn_Slice<TELY_AssetSpriteAnimation> anims = game->terry_sprite_anims;
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Terry");
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entity->local_pos = Dqn_V2_InitNx2(1334, 396);
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entity->sprite_sheet = sheet;
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entity->sprite_anims = anims;
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entity->size_scale = Dqn_V2_InitNx1(0.5f);
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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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entity->local_hit_box_size = Dqn_V2_InitV2I(sheet->sprite_size);
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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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@ -670,6 +666,19 @@ void TELY_DLL_Init(void *user_data)
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game->test_audio = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa"));
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}
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FP_ActionToAnimationMapping FP_Game_GetActionAnimMappingForType(FP_Game *game, FP_GameEntityHandle entity_handle, FP_ActionType type)
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{
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FP_GameEntity *entity = FP_Game_GetEntity(game, entity_handle);
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FP_ActionToAnimationMapping result = {};
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for (FP_ActionToAnimationMapping const &mapping : entity->action_to_anim_mapping) {
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if (mapping.action_type == type) {
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result = mapping;
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break;
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}
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}
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return result;
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}
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void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer, TELY_PlatformInput *input)
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{
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Dqn_Profiler_ZoneScopeWithIndex("FP_Update", FP_ProfileZone_FPUpdate);
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@ -698,7 +707,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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dir_vector.y += input->left_stick[gamepad].y;
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}
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if (dir_vector.x && dir_vector.y) {
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dir_vector.x *= 0.7071067811865475244f;
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dir_vector.y *= 0.7071067811865475244f;
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@ -729,6 +737,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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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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#if 0
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{
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FP_GameEntity *stalk_entity = FP_Game_GetEntity(game, entity->stalk_entity);
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if (stalk_entity->handle.id) {
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@ -777,10 +786,13 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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TELY_ChunkPool_Dealloc(game->chunk_pool, waypoint);
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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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entity->local_pos += entity_to_target_pos_norm * (entity->local_hit_box_size.x * .05f);
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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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}
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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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{
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@ -890,6 +902,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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// NOTE: Handle input on entity ============================================================
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FP_GameEntityAction *action = &entity->action;
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FP_ActionToAnimationMapping action_to_anim_mapping = {};
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{
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bool we_are_clicked_entity = entity->handle == game->clicked_entity;
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bool action_has_finished = action->timer_s != FP_GAME_ENTITY_ACTION_INFINITE_TIMER && action->timer_s >= action->end_at_s;
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@ -899,9 +912,10 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
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if (action->state == FP_GameEntityState_Idle) {
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action_to_anim_mapping = FP_Game_GetActionAnimMappingForType(game, entity->handle, FP_ActionType_Idle);
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if (action->flags & FP_GameEntityActionFlag_StateTransition) {
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TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("terry_walk_idle")).index;
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FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, anim);
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FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, action_to_anim_mapping);
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} else if (we_are_clicked_entity) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
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TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
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@ -913,9 +927,10 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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}
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if (action->state == FP_GameEntityState_AttackA) {
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action_to_anim_mapping = FP_Game_GetActionAnimMappingForType(game, entity->handle, FP_ActionType_Attack);
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if (action->flags & FP_GameEntityActionFlag_StateTransition) {
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TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Attack A")).index;
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FP_Game_EntityActionReset(action, anim->count * anim->seconds_per_frame, anim);
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FP_Game_EntityActionReset(action, action_to_anim_mapping.anim.count * action_to_anim_mapping.anim.seconds_per_frame, action_to_anim_mapping);
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} else if (action_has_finished) {
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
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} else if (!FP_Game_EntityActionHasFailed(action) && we_are_clicked_entity) {
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@ -931,9 +946,10 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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}
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if (action->state == FP_GameEntityState_AttackB) {
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action_to_anim_mapping = FP_Game_GetActionAnimMappingForType(game, entity->handle, FP_ActionType_Attack);
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if (action->flags & FP_GameEntityActionFlag_StateTransition) {
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TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Attack B")).index;
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FP_Game_EntityActionReset(action, anim->count * anim->seconds_per_frame, anim);
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FP_Game_EntityActionReset(action, action_to_anim_mapping.anim.count * action_to_anim_mapping.anim.seconds_per_frame, action_to_anim_mapping);
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} else if (action_has_finished) {
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
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} else if (!FP_Game_EntityActionHasFailed(action) && we_are_clicked_entity) {
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@ -949,18 +965,20 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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}
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if (action->state == FP_GameEntityState_AttackC) {
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action_to_anim_mapping = FP_Game_GetActionAnimMappingForType(game, entity->handle, FP_ActionType_Attack);
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if (action->flags & FP_GameEntityActionFlag_StateTransition) {
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TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Attack C")).index;
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FP_Game_EntityActionReset(action, anim->count * anim->seconds_per_frame, anim);
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FP_Game_EntityActionReset(action, action_to_anim_mapping.anim.count * action_to_anim_mapping.anim.seconds_per_frame, action_to_anim_mapping);
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} else if (action_has_finished) {
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
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}
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}
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if (action->state == FP_GameEntityState_Run) {
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action_to_anim_mapping = FP_Game_GetActionAnimMappingForType(game, entity->handle, FP_ActionType_WalkRight);
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if (action->flags & FP_GameEntityActionFlag_StateTransition) {
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TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("terry_walk_right")).index;
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FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, anim);
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FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, action_to_anim_mapping);
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} else if (we_are_clicked_entity) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
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TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
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@ -977,9 +995,10 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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}
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if (action->state == FP_GameEntityState_Dash) {
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action_to_anim_mapping = FP_Game_GetActionAnimMappingForType(game, entity->handle, FP_ActionType_WalkRight);
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if (action->flags & FP_GameEntityActionFlag_StateTransition) {
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TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Floor slide")).index;
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FP_Game_EntityActionReset(action, anim->count * anim->seconds_per_frame, anim);
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FP_Game_EntityActionReset(action, action_to_anim_mapping.anim.count * action_to_anim_mapping.anim.seconds_per_frame, action_to_anim_mapping);
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Dqn_V2 dash_dir = {entity->facing_left ? -1.f : 1.f, 0.f};
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Dqn_V2 dash_acceleration = dash_dir * 400'000'000.f;
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@ -1005,10 +1024,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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action->state == FP_GameEntityState_AttackB ||
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action->state == FP_GameEntityState_AttackC) {
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entity->attack_box_size = entity->local_hit_box_size;
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TELY_AssetSpriteSheet const *sprite_sheet = entity->sprite_sheet;
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if (sprite_sheet) {
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entity->attack_box_size = Dqn_V2_InitV2I(sprite_sheet->sprite_size);
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}
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// NOTE: Position the attack box
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if (entity->facing_left) {
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@ -1130,10 +1145,10 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
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}
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// NOTE: Render entity sprites =============================================================
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if (entity->sprite_sheet && entity->action.anim) {
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TELY_AssetSpriteSheet const *sprite_sheet = entity->sprite_sheet;
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if (entity->action.mapping.anim.label.size) {
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FP_GameEntityAction const *action = &entity->action;
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TELY_AssetSpriteAnimation const *sprite_anim = action->anim;
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TELY_AssetSpriteSheet const *sprite_sheet = action->mapping.sheet;
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TELY_AssetSpriteAnimation const *sprite_anim = &action->mapping.anim;
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uint16_t anim_frame = DQN_CAST(uint16_t)(action->timer_s / sprite_anim->seconds_per_frame) % sprite_anim->count;
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Dqn_usize sprite_index = sprite_anim->index + anim_frame;
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@ -434,11 +434,11 @@ static void FP_Game_EntityActionSetState(FP_GameEntityAction *action, FP_GameEnt
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// Reset the timers and animation for the current action and set the duration
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// for the new action.
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static void FP_Game_EntityActionReset(FP_GameEntityAction *action, Dqn_f32 new_action_duration, TELY_AssetSpriteAnimation *anim)
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static void FP_Game_EntityActionReset(FP_GameEntityAction *action, Dqn_f32 new_action_duration, FP_ActionToAnimationMapping mapping)
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{
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if (!action)
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return;
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action->anim = anim;
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action->mapping = mapping;
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action->timer_s = 0.f;
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action->end_at_s = new_action_duration;
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action->flags = 0;
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@ -669,9 +669,8 @@ static FP_GameEntityHandle FP_Game_EntityAddMob(FP_Game *game, Dqn_V2 pos)
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{
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Mob");
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entity->local_pos = pos;
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entity->size_scale = Dqn_V2_InitNx1(.5f);
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entity->sprite_sheet = &game->smoochie_sprite_sheet;
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entity->sprite_anims = game->smoochie_sprite_anims;
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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);
|
||||
entity->flags |= FP_GameEntityFlag_Clickable;
|
||||
entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
|
||||
|
@ -69,12 +69,30 @@ enum FP_GameEntityActionFlag
|
||||
FP_GameEntityActionFlag_Failed = 1 << 1,
|
||||
};
|
||||
|
||||
enum FP_ActionType
|
||||
{
|
||||
FP_ActionType_Idle,
|
||||
FP_ActionType_Attack,
|
||||
FP_ActionType_WalkUp,
|
||||
FP_ActionType_WalkDown,
|
||||
FP_ActionType_WalkLeft,
|
||||
FP_ActionType_WalkRight,
|
||||
FP_ActionType_Death,
|
||||
};
|
||||
|
||||
struct FP_ActionToAnimationMapping
|
||||
{
|
||||
FP_ActionType action_type;
|
||||
TELY_AssetSpriteSheet *sheet;
|
||||
TELY_AssetSpriteAnimation anim;
|
||||
};
|
||||
|
||||
Dqn_f32 const FP_GAME_ENTITY_ACTION_INFINITE_TIMER = -1.f;
|
||||
struct FP_GameEntityAction
|
||||
{
|
||||
FP_GameEntityState state;
|
||||
uint32_t flags; // Bit flags corresponding with `FP_GameEntityActionFlag`
|
||||
TELY_AssetSpriteAnimation *anim;
|
||||
FP_ActionToAnimationMapping mapping;
|
||||
Dqn_f32 timer_s;
|
||||
Dqn_f32 end_at_s;
|
||||
};
|
||||
@ -89,8 +107,7 @@ struct FP_GameEntity
|
||||
|
||||
Dqn_String8 name;
|
||||
FP_GameEntityHandle handle;
|
||||
TELY_AssetSpriteSheet *sprite_sheet;
|
||||
Dqn_Slice<TELY_AssetSpriteAnimation> sprite_anims;
|
||||
Dqn_Slice<FP_ActionToAnimationMapping> action_to_anim_mapping;
|
||||
Dqn_V2 size_scale;
|
||||
FP_GameEntityAction action;
|
||||
Dqn_V2 velocity;
|
||||
@ -152,10 +169,10 @@ struct FP_Game
|
||||
Dqn_VArray<FP_GameEntity> entities;
|
||||
|
||||
TELY_AssetSpriteSheet terry_sprite_sheet;
|
||||
Dqn_Slice<TELY_AssetSpriteAnimation> terry_sprite_anims;
|
||||
Dqn_Slice<FP_ActionToAnimationMapping> terry_action_mappings;
|
||||
|
||||
TELY_AssetSpriteSheet smoochie_sprite_sheet;
|
||||
Dqn_Slice<TELY_AssetSpriteAnimation> smoochie_sprite_anims;
|
||||
Dqn_Slice<FP_ActionToAnimationMapping> smoochie_action_mappings;
|
||||
|
||||
FP_GameEntity *root_entity;
|
||||
FP_GameEntity *entity_free_list;
|
||||
|
Loading…
Reference in New Issue
Block a user