Add hp, Add attack collision detection, Add destroy on death
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@ -815,6 +815,36 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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entity->local_pos += delta_pos;
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}
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}
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// NOTE: Attack collisions =================================================================
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{
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// NOTE: Check if there's an active attack box
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if (entity->attack_box_size.x != 0 && entity->attack_box_size.y != 0) {
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Dqn_Rect entity_attack_box = {};
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// NOTE: Convert from centre origin to top-left origin
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entity_attack_box.pos = entity->local_pos + entity->attack_box_offset - (entity->attack_box_size * 0.5f);
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entity_attack_box.size = entity->attack_box_size;
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for (FP_GameEntityIterator target_it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &target_it, game->root_entity);) {
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FP_GameEntity *target = target_it.entity;
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if (target->handle == entity->handle)
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continue;
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// TODO(josh): This check should be updated based on an entity attackable flag
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if (target->flags & FP_GameEntityFlag_Attackable) {
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Dqn_Rect target_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, target->handle);
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if (Dqn_Rect_Intersects(entity_attack_box, target_world_hit_box)) {
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target->hp -= 1;
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if (target->hp <= 0) {
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FP_Game_DeleteEntity(game, target->handle);
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}
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}
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}
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}
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}
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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 & FP_GameEntityFlag_MoveByMouse) {
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@ -44,11 +44,13 @@ static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, D
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va_end(args);
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entity->type = FP_EntityType_Smoochie;
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entity->hp = 3;
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entity->local_pos = pos;
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entity->sprite_height.meters = 1.6f;
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entity->local_hit_box_size = Dqn_V2_InitNx2(0.4f, 1.6f) * FP_Game_MetersToPixels(game);
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FP_Entity_AddDebugEditorFlags(game, entity->handle);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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return result;
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}
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@ -15,6 +15,7 @@ enum FP_GameEntityFlag
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FP_GameEntityFlag_MobSpawner = 1 << 7,
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FP_GameEntityFlag_MobSpawnerWaypoint = 1 << 8,
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FP_GameEntityFlag_AggrosWhenNearTerry = 1 << 9,
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FP_GameEntityFlag_Attackable = 1 << 9,
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};
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enum FP_GameShapeType
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@ -118,6 +119,7 @@ struct FP_GameEntity
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uint64_t spawn_cap;
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uint64_t flags;
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uint64_t hp;
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FP_GameDirection direction;
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Dqn_V2 local_pos;
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Dqn_f64 alive_time_s;
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