fp: Move the buy menu if it overlaps with player

This commit is contained in:
doyle 2023-10-18 21:48:12 +11:00
parent 49c80e60e8
commit 5159763baa
2 changed files with 81 additions and 32 deletions

View File

@ -975,9 +975,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
case FP_EntityClingerState_Death: { case FP_EntityClingerState_Death: {
if (entering_new_state) { if (entering_new_state) {
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.clinger_death, TELY_AssetFlip_No); uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
entity->local_hit_box_size = {}; entity->local_hit_box_size = {};
} }
@ -1240,9 +1239,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
case FP_EntityCatfishState_Run: { case FP_EntityCatfishState_Run: {
if (entering_new_state || action->sprite.anim->label != render_data.anim_name) { if (entering_new_state || action->sprite.anim->label != render_data.anim_name) {
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, render_data.anim_name, render_data.flip);
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
} }
if (we_are_clicked_entity) { if (we_are_clicked_entity) {
@ -2155,7 +2153,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
} }
// NOTE: Mob spawner ======================================================================= // NOTE: Mob spawner =======================================================================
if (entity->type == FP_EntityType_MobSpawner) { if (entity->type == FP_EntityType_MobSpawner && 0) {
// NOTE: Flush any spawn entities that are dead // NOTE: Flush any spawn entities that are dead
for (FP_SentinelListLink<FP_GameEntityHandle> *link = nullptr; FP_SentinelList_Iterate<FP_GameEntityHandle>(&entity->spawn_list, &link); ) { for (FP_SentinelListLink<FP_GameEntityHandle> *link = nullptr; FP_SentinelList_Iterate<FP_GameEntityHandle>(&entity->spawn_list, &link); ) {
FP_GameEntity *spawned_entity = FP_Game_GetEntity(game, link->data); FP_GameEntity *spawned_entity = FP_Game_GetEntity(game, link->data);
@ -2333,9 +2331,9 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
TELY_RFui_PushLabelColourV4(rfui, TELY_COLOUR_BLACK_MIDNIGHT_V4); TELY_RFui_PushLabelColourV4(rfui, TELY_COLOUR_BLACK_MIDNIGHT_V4);
FP_GameCamera shake_camera = game->play.camera; FP_GameCamera shake_camera = game->play.camera;
FP_GameEntity *camera_entity = FP_Game_GetEntity(game, game->play.camera_tracking_entity);
{ {
// NOTE: Calculate camera position based on camera shake // NOTE: Calculate camera position based on camera shake
FP_GameEntity *camera_entity = FP_Game_GetEntity(game, game->play.camera_tracking_entity);
Dqn_f32 trauma01 = DQN_SQUARED(camera_entity->trauma01); Dqn_f32 trauma01 = DQN_SQUARED(camera_entity->trauma01);
if (camera_entity->type == FP_EntityType_Terry) { if (camera_entity->type == FP_EntityType_Terry) {
@ -2710,9 +2708,14 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, game->play.player); Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, game->play.player);
{ {
static bool sound_played_flags[4] = {false, false, false, false}; static bool sound_played_flags[4] = {false, false, false, false};
FP_GameInventory *invent = &player->inventory; FP_GameInventory *invent = &player->inventory;
FP_GamePlay *play = &game->play;
struct FP_MerchantToMenuMapping { struct FP_MerchantToMenuMapping {
FP_GameEntityHandle merchant; FP_GameEntityHandle merchant;
Dqn_V2 *menu_pos;
Dqn_String8 upgrade_icon;
Dqn_String8 menu_anim; Dqn_String8 menu_anim;
Dqn_String8 building; Dqn_String8 building;
Dqn_V2 building_offset01; Dqn_V2 building_offset01;
@ -2722,10 +2725,10 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
FP_GameAudio audio_type; FP_GameAudio audio_type;
bool *sound_played; bool *sound_played;
} merchants[] = { } merchants[] = {
{game->play.merchant_terry, g_anim_names.merchant_terry_menu, g_anim_names.club_terry_dark, Dqn_V2_InitNx2(0.015f, +0.04f), &invent->clubs, &invent->clubs_base_price, &invent->health_base_price, FP_GameAudio_MerchantTerry, &sound_played_flags[0]}, {play->merchant_terry, &play->merchant_terry_menu_pos, g_anim_names.icon_stamina, g_anim_names.merchant_terry_menu, g_anim_names.club_terry_dark, Dqn_V2_InitNx2(0.015f, +0.04f), &invent->clubs, &invent->clubs_base_price, &invent->health_base_price, FP_GameAudio_MerchantTerry, &sound_played_flags[0]},
{game->play.merchant_graveyard, g_anim_names.merchant_graveyard_menu, g_anim_names.church_terry_dark, Dqn_V2_InitNx2(0.04f, -0.15f), &invent->churchs, &invent->churchs_base_price, &invent->stamina_base_price, FP_GameAudio_MerchantGhost, &sound_played_flags[1]}, {play->merchant_graveyard, &play->merchant_graveyard_menu_pos, g_anim_names.icon_stamina, g_anim_names.merchant_graveyard_menu, g_anim_names.church_terry_dark, Dqn_V2_InitNx2(0.04f, -0.15f), &invent->churchs, &invent->churchs_base_price, &invent->stamina_base_price, FP_GameAudio_MerchantGhost, &sound_played_flags[1]},
{game->play.merchant_gym, g_anim_names.merchant_gym_menu, g_anim_names.kennel_terry, Dqn_V2_InitNx2(0, +0), &invent->kennels, &invent->kennels_base_price, &invent->attack_base_price, FP_GameAudio_MerchantGym, &sound_played_flags[2]}, {play->merchant_gym, &play->merchant_gym_menu_pos, g_anim_names.icon_health, g_anim_names.merchant_gym_menu, g_anim_names.kennel_terry, Dqn_V2_InitNx2(0, +0), &invent->kennels, &invent->kennels_base_price, &invent->attack_base_price, FP_GameAudio_MerchantGym, &sound_played_flags[2]},
{game->play.merchant_phone_company, g_anim_names.merchant_phone_company_menu, g_anim_names.airport_terry, Dqn_V2_InitNx2(0, -0.1f), &invent->airports, &invent->airports_base_price, &invent->mobile_plan_base_price, FP_GameAudio_MerchantPhone, &sound_played_flags[3]}, {play->merchant_phone_company, &play->merchant_phone_company_menu_pos, g_anim_names.icon_phone, g_anim_names.merchant_phone_company_menu, g_anim_names.airport_terry, Dqn_V2_InitNx2(0, -0.1f), &invent->airports, &invent->airports_base_price, &invent->mobile_plan_base_price, FP_GameAudio_MerchantPhone, &sound_played_flags[3]},
}; };
bool activated_merchant = false; bool activated_merchant = false;
@ -2756,8 +2759,30 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
Dqn_usize sprite_index = sprite->asset.anim->index + anim_frame; Dqn_usize sprite_index = sprite->asset.anim->index + anim_frame;
Dqn_Rect src_rect = sprite->asset.sheet->rects.data[sprite_index]; Dqn_Rect src_rect = sprite->asset.sheet->rects.data[sprite_index];
if (*mapping.menu_pos == Dqn_V2_Zero)
*mapping.menu_pos = world_pos;
Dqn_Rect top_rect = Dqn_Rect_InitV2x2(world_pos - (src_rect.size * .5f) - Dqn_V2_InitNx2(0.f, src_rect.size.h), src_rect.size);
Dqn_Rect bottom_rect = Dqn_Rect_InitV2x2(world_pos - (src_rect.size * .5f) + Dqn_V2_InitNx2(0.f, src_rect.size.h), src_rect.size);
// NOTE: Move the merchant menu if we overlap with it so as to not occlude the player
{
Dqn_V2 target_pos = {};
Dqn_Rect camera_entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, camera_entity->handle);
if (Dqn_Rect_Intersects(top_rect, camera_entity_hit_box)) {
target_pos = bottom_rect.pos;
} else {
target_pos = top_rect.pos;
}
// NOTE: Interpolate the menu position
*mapping.menu_pos += (target_pos - *mapping.menu_pos) * (24.f * DQN_CAST(Dqn_f32)input->delta_s);
}
merchant_menu_rect.size = src_rect.size; merchant_menu_rect.size = src_rect.size;
merchant_menu_rect.pos = world_pos - (merchant_menu_rect.size * .5f) - Dqn_V2_InitNx2(0.f, src_rect.size.y); merchant_menu_rect.pos = *mapping.menu_pos;
// NOTE: Bob the merchant menu
Dqn_f32 sin_t = DQN_SINF(DQN_CAST(Dqn_f32)input->timer_s * 3.f); Dqn_f32 sin_t = DQN_SINF(DQN_CAST(Dqn_f32)input->timer_s * 3.f);
merchant_menu_rect.pos.y += sin_t * 4.f; merchant_menu_rect.pos.y += sin_t * 4.f;
@ -2775,7 +2800,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
} }
} }
TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4); TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4);
TELY_Render_PushFont(renderer, game->talkco_font_large); TELY_Render_PushFont(renderer, game->talkco_font_large);
DQN_DEFER { DQN_DEFER {
TELY_Render_PopFont(renderer); TELY_Render_PopFont(renderer);
@ -2849,8 +2874,8 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
Dqn_V2_Zero /*rotate origin*/, Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/, 0.f /*rotation*/,
tex_mod_colour); tex_mod_colour);
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0.5f, -1)), Dqn_V2_InitNx2(0.5, 0.f), "$%u", *mapping.building_base_price); TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0.5f, -1)), Dqn_V2_InitNx2(0.5, 0.f), "$%u", *mapping.building_base_price);
} }
// NOTE: Render the merchant shop item building ================ // NOTE: Render the merchant shop item building ================
@ -2892,7 +2917,6 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ching], 1.f); TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ching], 1.f);
if (mapping.merchant == game->play.merchant_terry) { if (mapping.merchant == game->play.merchant_terry) {
// TODO(doyle): Attack damage? Or increase attack range?
player->base_attack += DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * 1.2f); player->base_attack += DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * 1.2f);
} else if (mapping.merchant == game->play.merchant_graveyard) { } else if (mapping.merchant == game->play.merchant_graveyard) {
player->stamina_cap += DQN_CAST(uint32_t)(FP_TERRY_DASH_STAMINA_COST * .5f); player->stamina_cap += DQN_CAST(uint32_t)(FP_TERRY_DASH_STAMINA_COST * .5f);
@ -2924,12 +2948,15 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
// NOTE: Render the (B) button ================================= // NOTE: Render the (B) button =================================
Dqn_V4 tex_mod_colour = have_enough_coins ? TELY_COLOUR_WHITE_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, .5f); Dqn_V4 tex_mod_colour = have_enough_coins ? TELY_COLOUR_WHITE_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, .5f);
{
Dqn_V2 interp_pos01 = {};
{ {
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_button_b); TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_button_b);
Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index]; Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index];
interp_pos01 = Dqn_V2_InitNx2(0.71f, 0.5f);
Dqn_Rect dest_rect = {}; Dqn_Rect dest_rect = {};
dest_rect.size = button_rect.size * 1.5f; dest_rect.size = button_rect.size * 1.5f;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, Dqn_V2_InitNx2(0.75f, 0.5f)); dest_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, interp_pos01);
TELY_Render_TextureColourV4(renderer, TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle, game->atlas_sprite_sheet.tex_handle,
button_rect, button_rect,
@ -2938,7 +2965,24 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
0.f /*rotation*/, 0.f /*rotation*/,
tex_mod_colour); tex_mod_colour);
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0.5f, -1)), Dqn_V2_InitNx2(0.5, 0.f), "$%u", *mapping.upgrade_base_price); }
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, mapping.upgrade_icon);
Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = button_rect.size * .75f;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, interp_pos01 + Dqn_V2_InitNx2(0.12f, 0.08f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
button_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
tex_mod_colour);
}
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(merchant_menu_rect, Dqn_V2_InitNx2(0.78f, 0.28f)), Dqn_V2_InitNx2(0.5, 0.f), "$%u", *mapping.upgrade_base_price);
} }
} }
} }

View File

@ -324,6 +324,11 @@ struct FP_GamePlay
FP_GameEntityHandle merchant_gym; FP_GameEntityHandle merchant_gym;
FP_GameEntityHandle merchant_phone_company; FP_GameEntityHandle merchant_phone_company;
Dqn_V2 merchant_terry_menu_pos;
Dqn_V2 merchant_graveyard_menu_pos;
Dqn_V2 merchant_gym_menu_pos;
Dqn_V2 merchant_phone_company_menu_pos;
FP_GameEntityHandle clicked_entity; FP_GameEntityHandle clicked_entity;
FP_GameEntityHandle hot_entity; FP_GameEntityHandle hot_entity;
FP_GameEntityHandle active_entity; FP_GameEntityHandle active_entity;