fpona: Add equations of motion
This commit is contained in:
parent
b82dfcb0e3
commit
5d84b91118
2
External/tely
vendored
2
External/tely
vendored
@ -1 +1 @@
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Subproject commit b59630fb8f3ecaa4be1382d9bdcc236afea3ce93
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Subproject commit 9b91e7e1b9bb3a6eb103aeb5de457c4a56fee331
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486
feely_pona.cpp
486
feely_pona.cpp
@ -165,17 +165,31 @@ void TELY_DLL_Init(void *user_data)
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DQN_ASSERT(game->root_entity->parent == nullptr);
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}
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// NOTE: Test sprite animation entity
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// NOTE: Hero
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{
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TELY_GameEntity *first_entity = TELY_Game_MakeEntityPointerF(game, "Hero");
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first_entity->local_pos = Dqn_V2_InitNx2(100.f, 100.f);
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first_entity->size_scale = Dqn_V2_InitNx1(4);
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first_entity->sprite_sheet = &pona->hero_sprite_sheet;
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first_entity->sprite_anims = pona->hero_sprite_anims;
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first_entity->local_hit_box_size = Dqn_V2_InitV2I(pona->hero_sprite_sheet.sprite_size);
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first_entity->flags |= TELY_EntityFlag_Clickable;
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first_entity->flags |= TELY_EntityFlag_MoveByKeyboard;
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first_entity->flags |= TELY_EntityFlag_MoveByMouse;
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TELY_GameEntity *hero = TELY_Game_MakeEntityPointerF(game, "Hero");
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hero->local_pos = Dqn_V2_InitNx2(100.f, 100.f);
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hero->size_scale = Dqn_V2_InitNx1(4);
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hero->sprite_sheet = &pona->hero_sprite_sheet;
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hero->sprite_anims = pona->hero_sprite_anims;
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hero->local_hit_box_size = Dqn_V2_InitV2I(pona->hero_sprite_sheet.sprite_size);
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hero->flags |= TELY_EntityFlag_Clickable;
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hero->flags |= TELY_EntityFlag_MoveByKeyboard;
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hero->flags |= TELY_EntityFlag_MoveByMouse;
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game->clicked_entity = hero->handle;
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}
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// NOTE: Enemy
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{
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TELY_GameEntity *enemy = TELY_Game_MakeEntityPointerF(game, "Enemy");
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enemy->local_pos = Dqn_V2_InitNx2(300.f, 300.f);
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enemy->size_scale = Dqn_V2_InitNx1(4);
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enemy->sprite_sheet = &pona->hero_sprite_sheet;
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enemy->sprite_anims = pona->hero_sprite_anims;
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enemy->local_hit_box_size = Dqn_V2_InitV2I(pona->hero_sprite_sheet.sprite_size);
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enemy->flags |= TELY_EntityFlag_Clickable;
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enemy->flags |= TELY_EntityFlag_MoveByKeyboard;
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enemy->flags |= TELY_EntityFlag_MoveByMouse;
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}
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uint16_t font_size = 18;
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@ -196,6 +210,308 @@ void TELY_DLL_Init(void *user_data)
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ui->arena.allocs_are_allowed_to_leak = true;
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}
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void TELY_Game_EntityChangeState(TELY_GameEntity *entity, TELY_GameEntityState state)
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{
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if (entity->state == state)
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return;
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entity->state = state;
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entity->anim.frame = 0;
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entity->anim.ticks = 0;
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}
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void FP_GameUpdate(TELY_Game *game, TELY_Renderer *renderer, TELY_PlatformInput *input)
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{
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if (TELY_Platform_InputKeyIsReleased(input->mouse_left))
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game->clicked_entity = game->prev_active_entity;
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Dqn_V2 dir_vector = {};
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if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_W))
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dir_vector.y = -1.f;
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if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_A))
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dir_vector.x = -1.f;
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if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_S))
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dir_vector.y = +1.f;
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if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D))
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dir_vector.x = +1.f;
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if (game->clicked_entity.id) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete))
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TELY_Game_DeleteEntity(game, game->clicked_entity);
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TELY_GameEntity *player = TELY_Game_GetEntity(game, game->clicked_entity);
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if (player) {
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if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_J)) {
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TELY_Game_EntityChangeState(player, TELY_GameEntityState_Attack);
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}
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if (player->state != TELY_GameEntityState_Attack) {
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if (dir_vector.x || dir_vector.y) {
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TELY_Game_EntityChangeState(player, TELY_GameEntityState_Run);
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} else {
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TELY_Game_EntityChangeState(player, TELY_GameEntityState_Idle);
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}
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}
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}
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} else {
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game->camera.world_pos += dir_vector * 5.f;
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}
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for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
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TELY_GameEntity *entity = it.entity;
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entity->alive_time_s += input->delta_s;
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// NOTE: Move entity by keyboard ===========================================================
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Dqn_V2 acceleration = {};
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if (game->clicked_entity == entity->handle) {
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if (entity->flags & TELY_EntityFlag_MoveByKeyboard) {
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acceleration = dir_vector * 10000000.f;
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if (dir_vector.x)
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entity->facing_left = dir_vector.x < 0.f;
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}
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}
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// NOTE: Core equations of motion ==========================================================
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{
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// f"(t) = a
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// f'(t) = at + v
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// f (t) = 0.5f*a(t^2) + vt + p
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Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s);
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Dqn_f32 t_squared = DQN_SQUARED(t);
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entity->velocity = (acceleration * t) + entity->velocity * 0.82f;
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entity->local_pos += (acceleration * 0.5f * t_squared) + (entity->velocity * t);
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}
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// NOTE: Move entity by mouse ==============================================================
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if (game->active_entity == entity->handle && entity->flags & TELY_EntityFlag_MoveByMouse) {
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if (entity->flags & TELY_EntityFlag_MoveByMouse) {
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entity->velocity = {};
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entity->local_pos += input->mouse_p_delta;
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}
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}
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if (entity->flags & TELY_EntityFlag_DeriveHitBoxFromChildrenBoundingBox) {
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Dqn_Rect children_bbox = {};
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// TODO(doyle): Is the hit box supposed to include the containing
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// entity itself? Not sure
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children_bbox.pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
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for (TELY_GameEntityIterator child_it = {}; TELY_Game_DFSPreOrderWalkEntityTree(game, &child_it, entity);) {
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TELY_GameEntity *child = child_it.entity;
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DQN_ASSERT(child != entity);
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Dqn_Rect bbox = TELY_Game_CalcEntityWorldBoundingBox(game, child->handle);
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children_bbox = Dqn_Rect_Union(children_bbox, bbox);
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}
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Dqn_Rect padded_bbox = Dqn_Rect_Expand(children_bbox, 16.f);
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entity->local_hit_box_offset = padded_bbox.pos - entity->local_pos + (padded_bbox.size * .5f);
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entity->local_hit_box_size = padded_bbox.size;
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}
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// NOTE: Handle animation state ============================================================
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uint16_t desired_anim_index = 0;
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switch (entity->state) {
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case TELY_GameEntityState_Idle: {
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desired_anim_index = TELY_Asset_GetSpriteAnim(entity->sprite_anims, DQN_STRING8("Idle"));
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} break;
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case TELY_GameEntityState_Attack: {
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desired_anim_index = TELY_Asset_GetSpriteAnim(entity->sprite_anims, DQN_STRING8("Attack A"));
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} break;
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case TELY_GameEntityState_Run: {
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desired_anim_index = TELY_Asset_GetSpriteAnim(entity->sprite_anims, DQN_STRING8("Run"));
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} break;
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}
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{
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TELY_AssetSpriteAnimation const *sprite_anim = entity->sprite_anims.data + entity->anim.index;
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if (desired_anim_index == entity->anim.index) { // NOTE: Current anim matches, check if its finished
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if (entity->anim.frame >= sprite_anim->count) { // NOTE: Animation is finished
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entity->anim.frame = 0;
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entity->anim.ticks = 0;
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switch (entity->state) {
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case TELY_GameEntityState_Idle: {
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} break;
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case TELY_GameEntityState_Attack: {
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entity->state = TELY_GameEntityState_Idle;
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} break;
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case TELY_GameEntityState_Run: {
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if (dir_vector.x == 0 && dir_vector.y == 0) {
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entity->state = TELY_GameEntityState_Idle;
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}
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} break;
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}
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} else {
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if (entity->anim.ticks++ > 4 /*ticks_per_anim_frame*/) {
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entity->anim.frame++;
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entity->anim.ticks = 0;
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}
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}
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} else {
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// NOTE: Current animation does not match the desired animation, change anim
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entity->anim.index = desired_anim_index;
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}
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}
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// NOTE: Calculate entity attack box =======================================================
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if (entity->state == TELY_GameEntityState_Attack) {
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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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entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w,
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entity->local_hit_box_offset.y);
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} else {
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entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->local_hit_box_size.w,
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entity->local_hit_box_offset.y);
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}
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} else {
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entity->attack_box_size = {};
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}
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}
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// NOTE: Resolve collision ====================================================================
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for (TELY_GameEntityIterator attacker_it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &attacker_it, game->root_entity); ) {
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TELY_GameEntity *attacker = attacker_it.entity;
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// NOTE: Resolve box collision
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Dqn_Rect attacker_hit_box = TELY_Game_CalcEntityWorldHitBox(game, attacker->handle);
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// NOTE: Resolve attack boxes
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if (Dqn_V2_Area(attacker->attack_box_size)) {
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Dqn_Rect attacker_box = TELY_Game_CalcEntityAttackWorldHitBox(game, attacker->handle);
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for (TELY_GameEntityIterator defender_it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &defender_it, game->root_entity); ) {
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TELY_GameEntity *defender = defender_it.entity;
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if (defender->handle == attacker->handle)
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continue;
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Dqn_Rect defender_box = TELY_Game_CalcEntityWorldHitBox(game, defender->handle);
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Dqn_Rect hit_rect = Dqn_Rect_Intersection(attacker_box, defender_box);
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if (!Dqn_Rect_Area(hit_rect))
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continue;
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TELY_Render_CircleColourV4(renderer, hit_rect.pos, 10.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_MAGENTA_V4);
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Dqn_V2 attacker_center_pos = Dqn_Rect_Center(attacker_box);
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Dqn_V2 defender_center_pos = Dqn_Rect_Center(defender_box);
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Dqn_V2 attacker_to_defender = defender_center_pos - attacker_center_pos;
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Dqn_V2 attacker_to_defender_norm = Dqn_V2_Normalise(attacker_to_defender);
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TELY_Render_LineColourV4(renderer, defender_center_pos, defender_center_pos + (attacker_to_defender_norm * 100.f), TELY_COLOUR_RED_V4, 3.f);
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Dqn_V2 acceleration = attacker_to_defender_norm * 10000000.f;
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Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s);
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Dqn_f32 t_squared = DQN_SQUARED(t);
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Dqn_V2 delta_p = (acceleration * 0.5f * t_squared) + (defender->velocity * t);
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defender->velocity = (acceleration * t) + defender->velocity * 2.0f;
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defender->local_pos += delta_p;
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}
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}
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}
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}
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void FP_GameRender(TELY_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
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{
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TELY_PlatformInput *input = &platform->input;
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Dqn_M2x3 model_view = TELY_Game_CameraModelViewM2x3(game->camera, platform);
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Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(model_view, input->mouse_p);
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for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
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TELY_GameEntity *entity = it.entity;
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entity->alive_time_s += input->delta_s;
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// NOTE: Render shapes in entity ===========================================================
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Dqn_V2 world_pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
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for (TELY_GameShape const &shape_ : entity->shapes) {
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TELY_GameShape const *shape = &shape_;
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Dqn_V2 local_to_world_p1 = world_pos + shape->p1;
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Dqn_V2 local_to_world_p2 = world_pos + shape->p2;
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switch (shape->type) {
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case TELY_GameShapeType_None: {
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} break;
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case TELY_GameShapeType_Circle: {
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TELY_Render_CircleColourV4(renderer, local_to_world_p1, shape->circle_radius, shape->render_mode, shape->colour);
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} break;
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case TELY_GameShapeType_Rect: {
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Dqn_Rect rect = Dqn_Rect_InitV2x2(local_to_world_p1, local_to_world_p2 - local_to_world_p1);
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rect.pos -= rect.size * .5f;
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TELY_Render_RectColourV4(renderer, rect, shape->render_mode, shape->colour);
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} break;
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case TELY_GameShapeType_Line: {
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TELY_Render_LineColourV4(renderer, local_to_world_p1, local_to_world_p2, shape->colour, shape->line_thickness);
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} break;
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}
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}
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// NOTE: Render entity sprites =============================================================
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if (entity->sprite_sheet && entity->sprite_anims.size) {
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TELY_AssetSpriteSheet const *sprite_sheet = entity->sprite_sheet;
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TELY_AssetSpriteAnimation const *sprite_anim = entity->sprite_anims.data + entity->anim.index;
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Dqn_usize sprite_index = (sprite_anim->index + (entity->anim.frame % sprite_anim->count)) % sprite_sheet->sprite_count;
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Dqn_usize sprite_sheet_row = sprite_index / sprite_sheet->sprites_per_row;
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Dqn_usize sprite_sheet_column = sprite_index % sprite_sheet->sprites_per_row;
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Dqn_Rect src_rect = {};
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src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite_sheet->sprite_size.w);
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src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite_sheet->sprite_size.y);
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src_rect.size.w = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.w;
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src_rect.size.h = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.h;
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Dqn_Rect dest_rect = {};
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dest_rect.size = src_rect.size * entity->size_scale;
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dest_rect.pos = world_pos - (dest_rect.size * .5f);
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if (entity->facing_left)
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dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally
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TELY_Render_TextureColourV4(renderer, sprite_sheet->tex_handle, src_rect, dest_rect, TELY_COLOUR_WHITE_V4);
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}
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// NOTE: Render attack box =================================================================
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{
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Dqn_Rect attack_box = TELY_Game_CalcEntityAttackWorldHitBox(game, entity->handle);
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TELY_Render_RectColourV4(renderer, attack_box, TELY_RenderShapeMode_Line, TELY_COLOUR_RED_TOMATO_V4);
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}
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// NOTE: Render world position =============================================================
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TELY_Render_CircleColourV4(renderer, world_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
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// NOTE: Render hot/active entity ==========================================================
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Dqn_Rect world_hit_box = TELY_Game_CalcEntityWorldHitBox(game, entity->handle);
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if (game->clicked_entity == entity->handle) {
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TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4);
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} else if (game->hot_entity == entity->handle || (entity->flags & TELY_EntityFlag_DrawHitBox)) {
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Dqn_V4 hot_colour = game->hot_entity == entity->handle ? TELY_COLOUR_RED_TOMATO_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_YELLOW_SANDY_V4, .5f);
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TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, hot_colour);
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if (game->hot_entity == entity->handle && (entity->name.size)) {
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Dqn_V2 entity_world_pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
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Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
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Dqn_String8 label = Dqn_String8_InitF(scratch.allocator,
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"%.*s (%.1f, %.1f)",
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DQN_STRING_FMT(entity->name),
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entity_world_pos.x,
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entity_world_pos.y);
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TELY_Render_Text(renderer, world_mouse_p, Dqn_V2_InitNx2(0.f, 1), label);
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}
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}
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}
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}
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extern "C" __declspec(dllexport)
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void TELY_DLL_FrameUpdate(void *user_data)
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{
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@ -254,17 +570,7 @@ void TELY_DLL_FrameUpdate(void *user_data)
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Dqn_FArray_Clear(&game->parent_entity_stack);
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Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle);
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Dqn_M2x3 model_view = {};
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{
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Dqn_V2 rotate_origin = game->camera.world_pos - (Dqn_V2_InitV2I(platform->core.window_size) * .5f);
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model_view = Dqn_M2x3_Identity();
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model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Translate(rotate_origin));
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model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Rotate(game->camera.rotate_rads));
|
||||
model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Scale(game->camera.scale));
|
||||
model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Translate((rotate_origin * -1) + game->camera.world_pos));
|
||||
TELY_Render_PushTransform(renderer, model_view);
|
||||
}
|
||||
|
||||
Dqn_M2x3 model_view = TELY_Game_CameraModelViewM2x3(game->camera, platform);
|
||||
Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(model_view, input->mouse_p);
|
||||
|
||||
// =============================================================================================
|
||||
@ -300,141 +606,7 @@ void TELY_DLL_FrameUpdate(void *user_data)
|
||||
}
|
||||
}
|
||||
|
||||
if (TELY_Platform_InputKeyIsReleased(input->mouse_left))
|
||||
game->clicked_entity = game->prev_active_entity;
|
||||
|
||||
Dqn_V2 dir_vector = {};
|
||||
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_W))
|
||||
dir_vector.y = -1.f;
|
||||
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_A))
|
||||
dir_vector.x = -1.f;
|
||||
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_S))
|
||||
dir_vector.y = +1.f;
|
||||
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D))
|
||||
dir_vector.x = +1.f;
|
||||
|
||||
if (game->clicked_entity.id) {
|
||||
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete))
|
||||
TELY_Game_DeleteEntity(game, game->clicked_entity);
|
||||
} else {
|
||||
game->camera.world_pos += dir_vector * 5.f;
|
||||
}
|
||||
|
||||
for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
|
||||
TELY_GameEntity *entity = it.entity;
|
||||
entity->alive_time_s += input->delta_s;
|
||||
|
||||
// NOTE: Move entity by keyboard ===========================================================
|
||||
if (game->clicked_entity == entity->handle) {
|
||||
if (entity->flags & TELY_EntityFlag_MoveByKeyboard) {
|
||||
entity->local_pos += dir_vector * DQN_CAST(Dqn_f32)(300.f * input->delta_s);
|
||||
if (dir_vector.x)
|
||||
entity->facing_left = dir_vector.x < 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: Move entity by mouse ==============================================================
|
||||
if (game->active_entity == entity->handle && entity->flags & TELY_EntityFlag_MoveByMouse) {
|
||||
if (entity->flags & TELY_EntityFlag_MoveByMouse)
|
||||
entity->local_pos += input->mouse_p_delta;
|
||||
}
|
||||
|
||||
if (entity->flags & TELY_EntityFlag_DeriveHitBoxFromChildrenBoundingBox) {
|
||||
Dqn_Rect children_bbox = {};
|
||||
|
||||
// TODO(doyle): Is the hit box supposed to include the containing
|
||||
// entity itself? Not sure
|
||||
children_bbox.pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
|
||||
|
||||
for (TELY_GameEntityIterator child_it = {}; TELY_Game_DFSPreOrderWalkEntityTree(game, &child_it, entity);) {
|
||||
TELY_GameEntity *child = child_it.entity;
|
||||
DQN_ASSERT(child != entity);
|
||||
|
||||
Dqn_Rect bbox = TELY_Game_CalcEntityWorldBoundingBox(game, child->handle);
|
||||
children_bbox = Dqn_Rect_Union(children_bbox, bbox);
|
||||
}
|
||||
|
||||
Dqn_Rect padded_bbox = Dqn_Rect_Expand(children_bbox, 16.f);
|
||||
entity->local_hit_box_offset = padded_bbox.pos - entity->local_pos + (padded_bbox.size * .5f);
|
||||
entity->local_hit_box_size = padded_bbox.size;
|
||||
}
|
||||
|
||||
// NOTE: Render shapes in entity ===========================================================
|
||||
Dqn_V2 world_pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
|
||||
for (TELY_GameShape const &shape_ : entity->shapes) {
|
||||
TELY_GameShape const *shape = &shape_;
|
||||
Dqn_V2 local_to_world_p1 = world_pos + shape->p1;
|
||||
Dqn_V2 local_to_world_p2 = world_pos + shape->p2;
|
||||
switch (shape->type) {
|
||||
case TELY_GameShapeType_None: {
|
||||
} break;
|
||||
|
||||
case TELY_GameShapeType_Circle: {
|
||||
TELY_Render_CircleColourV4(renderer, local_to_world_p1, shape->circle_radius, shape->render_mode, shape->colour);
|
||||
} break;
|
||||
|
||||
case TELY_GameShapeType_Rect: {
|
||||
Dqn_Rect rect = Dqn_Rect_InitV2x2(local_to_world_p1, local_to_world_p2 - local_to_world_p1);
|
||||
rect.pos -= rect.size * .5f;
|
||||
TELY_Render_RectColourV4(renderer, rect, shape->render_mode, shape->colour);
|
||||
} break;
|
||||
|
||||
case TELY_GameShapeType_Line: {
|
||||
TELY_Render_LineColourV4(renderer, local_to_world_p1, local_to_world_p2, shape->colour, shape->line_thickness);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: Render entity sprites =============================================================
|
||||
if (entity->sprite_sheet && entity->sprite_anims.size) {
|
||||
TELY_AssetSpriteSheet const *sprite_sheet = entity->sprite_sheet;
|
||||
TELY_AssetSpriteAnimation const *sprite_anim = entity->sprite_anims.data + entity->sprite_anim_index;
|
||||
uint32_t ticks_per_anim_frame = 10;
|
||||
uint64_t anim_frame_counter = input->frame_counter / ticks_per_anim_frame;
|
||||
|
||||
Dqn_usize sprite_index = (sprite_anim->index + (anim_frame_counter % sprite_anim->count)) % sprite_sheet->sprite_count;
|
||||
Dqn_usize sprite_sheet_row = sprite_index / sprite_sheet->sprites_per_row;
|
||||
Dqn_usize sprite_sheet_column = sprite_index % sprite_sheet->sprites_per_row;
|
||||
|
||||
Dqn_Rect src_rect = {};
|
||||
src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite_sheet->sprite_size.w);
|
||||
src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite_sheet->sprite_size.y);
|
||||
src_rect.size.w = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.w;
|
||||
src_rect.size.h = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.h;
|
||||
|
||||
Dqn_Rect dest_rect = {};
|
||||
dest_rect.size = src_rect.size * entity->size_scale;
|
||||
dest_rect.pos = world_pos - (dest_rect.size * .5f);
|
||||
|
||||
if (entity->facing_left)
|
||||
dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally
|
||||
|
||||
TELY_Render_TextureColourV4(renderer, sprite_sheet->tex_handle, src_rect, dest_rect, TELY_COLOUR_WHITE_V4);
|
||||
}
|
||||
|
||||
// NOTE: Render world position =============================================================
|
||||
TELY_Render_CircleColourV4(renderer, world_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
|
||||
|
||||
// NOTE: Render hot/active entity ==========================================================
|
||||
Dqn_Rect world_hit_box = TELY_Game_CalcEntityWorldHitBox(game, entity->handle);
|
||||
if (game->clicked_entity == entity->handle) {
|
||||
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4);
|
||||
} else if (game->hot_entity == entity->handle || (entity->flags & TELY_EntityFlag_DrawHitBox)) {
|
||||
Dqn_V4 hot_colour = game->hot_entity == entity->handle ? TELY_COLOUR_RED_TOMATO_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_YELLOW_SANDY_V4, .5f);
|
||||
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, hot_colour);
|
||||
|
||||
if (game->hot_entity == entity->handle && (entity->name.size)) {
|
||||
Dqn_V2 entity_world_pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
|
||||
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
|
||||
Dqn_String8 label = Dqn_String8_InitF(scratch.allocator,
|
||||
"%.*s (%.1f, %.1f)",
|
||||
DQN_STRING_FMT(entity->name),
|
||||
entity_world_pos.x,
|
||||
entity_world_pos.y);
|
||||
TELY_Render_Text(renderer, world_mouse_p, Dqn_V2_InitNx2(0.f, 1), label);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FP_GameUpdate(game, renderer, input);
|
||||
FP_GameRender(game, platform, renderer);
|
||||
TELY_Audio_MixPlaybackSamples(audio, assets);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user