fp: Add game over sequence

This commit is contained in:
doyle 2023-10-08 19:04:11 +11:00
parent 21a8f87f98
commit 634a7c8cb4
5 changed files with 349 additions and 286 deletions

2
External/tely vendored

@ -1 +1 @@
Subproject commit 595e3c7f1e70aab8e51620682291aa2ba6c02b7f
Subproject commit 8d39ef2d8365e223114bbdc2ce2db2edaaf81163

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@ -187,6 +187,12 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
#else
entity_collides_with_collider = false;
#endif
} else if (collider->type == FP_EntityType_Heart ||
collider->type == FP_EntityType_MerchantGym ||
collider->type == FP_EntityType_MerchantTerry ||
collider->type == FP_EntityType_MerchantGraveyard ||
collider->type == FP_EntityType_MerchantPhoneCompany) {
entity_collides_with_collider = false;
}
} break;
@ -462,8 +468,7 @@ static void FP_PlayReset(FP_Game *game, TELY_Platform *platform)
Dqn_V2I max_tile = platform->core.window_size / play->tile_size;
// NOTE: Heart
FP_Entity_CreateHeart(game, base_mid_p, "Heart");
game->play.heart = FP_Entity_CreateHeart(game, base_mid_p, "Heart");
play->camera.world_pos = base_mid_p - Dqn_V2_InitV2I(platform->core.window_size * .5f);
play->camera.scale = Dqn_V2_InitNx1(1);
}
@ -1136,7 +1141,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
if (entity->waypoints.size == 0) {
FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron);
patron->local_pos = entity->local_pos;
patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding | FP_GameEntityFlag_PointOfInterestHeart);
patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding);
FP_Game_DeleteEntity(game, entity->handle);
return;
}
@ -1232,7 +1237,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
if (action_has_finished) {
if (!FP_Game_IsNilEntityHandle(game, entity->building_patron)) {
FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron);
patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding | FP_GameEntityFlag_RespondsToBuildings | FP_GameEntityFlag_PointOfInterestHeart);
patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding | FP_GameEntityFlag_RespondsToBuildings);
patron->faction = FP_GameEntityFaction_Friendly;
patron->converted_faction = true;
}
@ -1508,7 +1513,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
// NOTE: Determine AI movement =============================================================
Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
if (acceleration_meters_per_s.x == 0 && acceleration_meters_per_s.y == 0) {
if (entity->flags & FP_GameEntityFlag_Aggros && entity->faction != FP_GameEntityFaction_Nil) {
FP_GameFindClosestEntityResult closest_defender = {};
closest_defender.dist_squared = DQN_F32_MAX;
@ -1535,7 +1539,15 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
}
Dqn_f32 aggro_dist_threshold = FP_Game_MetersToPixelsNx1(game->play, 4.f);
if (closest_defender.dist_squared < DQN_SQUARED(aggro_dist_threshold)) {
Dqn_f32 dist_to_defender = DQN_SQRTF(closest_defender.dist_squared);
if (dist_to_defender > (aggro_dist_threshold * 1.5f)) {
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
FP_GameEntity *maybe_terry = FP_Game_GetEntity(game, link->data.entity);
if (maybe_terry->type == FP_EntityType_Terry) {
link = FP_SentinelList_Erase(&entity->waypoints, link, game->play.chunk_pool);
}
}
} else if (dist_to_defender < aggro_dist_threshold) {
bool has_waypoint_to_defender = false;
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
!has_waypoint_to_defender && FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
@ -1551,15 +1563,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
waypoint->entity = defender->handle;
waypoint->type = FP_GameWaypointType_ClosestSide;
}
} else {
if (closest_defender.dist_squared > DQN_SQUARED(aggro_dist_threshold * 2.f)) {
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
FP_GameEntity *maybe_terry = FP_Game_GetEntity(game, link->data.entity);
if (maybe_terry->type == FP_EntityType_Terry) {
link = FP_SentinelList_Erase(&entity->waypoints, link, game->play.chunk_pool);
}
}
}
}
}
@ -1643,29 +1646,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
}
}
if (entity->flags & FP_GameEntityFlag_PointOfInterestHeart) {
FP_GameFindClosestEntityResult closest_heart = FP_Game_FindClosestEntityWithType(game, entity->handle, FP_EntityType_Heart);
if (closest_heart.dist_squared < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 4.f))) {
bool has_waypoint_to = false;
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
!has_waypoint_to && FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
has_waypoint_to = link->data.entity == closest_heart.entity;
}
if (!has_waypoint_to) {
Dqn_Rect club_hit_box = FP_Game_CalcEntityWorldHitBox(game, closest_heart.entity);
Dqn_V2 club_top_left = Dqn_Rect_TopLeft(club_hit_box);
Dqn_V2 club_top_right = Dqn_Rect_TopRight(club_hit_box);
FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->play.chunk_pool);
FP_GameWaypoint *waypoint = &link->data;
waypoint->entity = closest_heart.entity;
waypoint->type = FP_GameWaypointType_ClosestSide;
}
}
}
while (entity->waypoints.size) {
FP_SentinelListLink<FP_GameWaypoint> *waypoint_link = entity->waypoints.sentinel->next;
FP_GameWaypoint const *waypoint = &waypoint_link->data;
@ -1682,11 +1662,37 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
// NOTE: Check if we've arrived at the waypoint
Dqn_f32 dist_to_waypoint_sq = Dqn_V2_LengthSq(entity_to_waypoint);
// NOTE: Calculate the approaching direction
FP_GameDirection approach_dir = FP_GameDirection_Up;
{
Dqn_V2 dir_vectors[FP_GameDirection_Count] = {};
dir_vectors[FP_GameDirection_Up] = Dqn_V2_InitNx2(+0, -1);
dir_vectors[FP_GameDirection_Down] = Dqn_V2_InitNx2(+0, +1);
dir_vectors[FP_GameDirection_Left] = Dqn_V2_InitNx2(-1, +0);
dir_vectors[FP_GameDirection_Right] = Dqn_V2_InitNx2(+1, +0);
Dqn_V2 target_entity_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
Dqn_V2 entity_to_target = target_entity_pos - entity_pos;
Dqn_V2 entity_to_target_norm = Dqn_V2_Normalise(entity_to_target);
Dqn_f32 approach_dir_scalar_projection_onto_entity_to_waypoint_vector = -1.1f;
DQN_FOR_UINDEX (dir_index, FP_GameDirection_Count) {
Dqn_V2 attack_dir = dir_vectors[dir_index];
Dqn_f32 scalar_projection = Dqn_V2_Dot(attack_dir, entity_to_target_norm);
if (scalar_projection > approach_dir_scalar_projection_onto_entity_to_waypoint_vector) {
approach_dir = DQN_CAST(FP_GameDirection)dir_index;
approach_dir_scalar_projection_onto_entity_to_waypoint_vector = scalar_projection;
}
}
}
Dqn_f32 arrival_threshold = {};
switch (waypoint->arrive) {
case FP_GameWaypointArrive_Default: {
Dqn_Rect waypoint_hit_box = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
arrival_threshold = waypoint_hit_box.size.w * .5f;
if (approach_dir == FP_GameDirection_Up || approach_dir == FP_GameDirection_Down)
arrival_threshold = 10.f;
else
arrival_threshold = 10.f;
} break;
case FP_GameWaypointArrive_WhenWithinEntitySize: {
@ -1712,9 +1718,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
waypoint_entity->type == FP_EntityType_ClubTerry ||
waypoint_entity->type == FP_EntityType_AirportTerry ||
waypoint_entity->type == FP_EntityType_ChurchTerry;
bool heart_response = (entity->flags & FP_GameEntityFlag_PointOfInterestHeart) && waypoint_entity->type == FP_EntityType_Heart;
if (((waypoint->flags & FP_GameWaypointFlag_NonInterruptible) == 0) && (aggro || building_response || heart_response)) {
if (((waypoint->flags & FP_GameWaypointFlag_NonInterruptible) == 0) && (aggro || building_response)) {
bool can_attack = !entity->is_dying; // TODO(doyle): State transition needs to check if it's valid to move to making this not necessary
if (building_response) {
FP_GameEntity *building = waypoint_entity;
@ -1742,27 +1746,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
}
if (can_attack) {
Dqn_V2 attack_dir_vectors[FP_GameDirection_Count] = {};
attack_dir_vectors[FP_GameDirection_Up] = Dqn_V2_InitNx2(+0, -1);
attack_dir_vectors[FP_GameDirection_Down] = Dqn_V2_InitNx2(+0, +1);
attack_dir_vectors[FP_GameDirection_Left] = Dqn_V2_InitNx2(-1, +0);
attack_dir_vectors[FP_GameDirection_Right] = Dqn_V2_InitNx2(+1, +0);
Dqn_V2 defender_entity_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
Dqn_V2 entity_to_defender = defender_entity_pos - entity_pos;
Dqn_V2 entity_to_defender_norm = Dqn_V2_Normalise(entity_to_defender);
FP_GameDirection best_attack_dir = FP_GameDirection_Up;
Dqn_f32 best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector = -1.1f;
DQN_FOR_UINDEX (dir_index, FP_GameDirection_Count) {
Dqn_V2 attack_dir = attack_dir_vectors[dir_index];
Dqn_f32 scalar_projection = Dqn_V2_Dot(attack_dir, entity_to_defender_norm);
if (scalar_projection > best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector) {
best_attack_dir = DQN_CAST(FP_GameDirection)dir_index;
best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector = scalar_projection;
}
}
switch (entity->type) {
case FP_EntityType_Terry: /*FALLTHRU*/
case FP_EntityType_Smoochie: /*FALLTHRU*/
@ -1780,7 +1763,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
DQN_ASSERT(entity->type == FP_EntityType_Clinger);
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack);
}
entity->direction = best_attack_dir;
entity->direction = approach_dir;
} break;
case FP_EntityType_Nil: break;
@ -1805,7 +1788,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->play.chunk_pool);
}
}
}
// NOTE: Move entity by mouse ==============================================================
if (game->play.active_entity == entity->handle && entity->flags & FP_GameEntityFlag_MoveByMouse) {
@ -1946,7 +1928,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
entity->stamina = DQN_MIN(entity->stamina + 1, entity->stamina_cap);
if (entity->flags & FP_GameEntityFlag_RecoversHP) {
if (game->play.update_counter % 12 == 0) {
if (game->play.update_counter % entity->hp_recover_every_n_ticks == 0) {
entity->hp = DQN_MIN(entity->hp + 1, entity->hp_cap);
}
}
@ -2102,6 +2084,15 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
game->play.state = FP_GameState_WinGame;
}
{
FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
FP_GameEntity *player = FP_Game_GetEntity(game, game->play.player);
if (heart->hp <= 0) {
player->hp = 0;
game->play.state = FP_GameState_LoseGame;
}
}
if (!FP_Game_IsNilEntityHandle(game, game->play.clicked_entity)) {
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.map);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
@ -2303,7 +2294,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
TELY_COLOUR_WHITE_V4);
}
if (entity->handle != game->play.player && entity->hp != entity->hp_cap && entity->hp) {
if (entity->handle != game->play.player && entity->handle != game->play.heart && entity->hp != entity->hp_cap && entity->hp) {
Dqn_f32 bar_height = 12.f;
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.icon_health);
Dqn_Rect icon_tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
@ -2422,7 +2413,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
}
}
if (game->play.state == FP_GameState_IntroScreen || game->play.state == FP_GameState_WinGame) {
if (game->play.state == FP_GameState_IntroScreen || game->play.state == FP_GameState_WinGame || game->play.state == FP_GameState_LoseGame) {
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); };
TELY_Render_RectColourV4(
@ -2449,6 +2440,20 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Return))
game->play.state = FP_GameState_Play;
} else if (game->play.state == FP_GameState_LoseGame) {
TELY_Render_PushFont(renderer, game->inter_regular_font_large);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Terry's heart has been crushed"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "from the hoard of monsters"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_PopFont(renderer);
TELY_Render_PushFont(renderer, game->inter_regular_font);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Sayounara amigo"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to restart"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer);
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Return))
FP_PlayReset(game, platform);
} else {
TELY_Render_PushFont(renderer, game->inter_regular_font_large);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Terry has been saved"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
@ -3029,6 +3034,53 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
}
}
// NOTE: Render the heart health
{
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); };
Dqn_f32 font_height = TELY_Render_FontHeight(renderer, assets);
Dqn_f32 bar_height = font_height * 1.25f;
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.heart);
FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
Dqn_f32 max_width = platform->core.window_size.x * .5f;
Dqn_V2 draw_p = Dqn_V2_InitNx2(platform->core.window_size.x * .25f, player_avatar_rect.pos.y + bar_height);
Dqn_f32 health_t = heart->hp / DQN_CAST(Dqn_f32)heart->hp_cap;
Dqn_Rect health_rect = Dqn_Rect_InitNx4(draw_p.x, draw_p.y, max_width, bar_height);
Dqn_Rect curr_health_rect = Dqn_Rect_InitNx4(draw_p.x, draw_p.y, max_width * health_t, bar_height);
TELY_Render_RectColourV4(renderer, curr_health_rect, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(
renderer,
health_rect,
TELY_RenderShapeMode_Line,
TELY_COLOUR_BLACK_V4);
cmd->thickness = 4.f;
// NOTE: Draw the heart icon
Dqn_Rect icon_tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect heart_icon_rect = {};
heart_icon_rect.size = icon_tex_rect.size * .4f;
heart_icon_rect.pos = Dqn_V2_InitNx2(draw_p.x - (heart_icon_rect.size.w * .7f), draw_p.y - (heart_icon_rect.size.y * .4f));
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
icon_tex_rect,
heart_icon_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
TELY_Render_PushFont(renderer, game->talkco_font_large);
DQN_DEFER { TELY_Render_PopFont(renderer); };
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(heart_icon_rect, Dqn_V2_InitNx2(1.f, 0.65f)), Dqn_V2_Zero, "Terry's Heart");
}
}
// NOTE: Add scanlines into the game for A E S T H E T I C S
Dqn_V2 screen_size = Dqn_V2_InitNx2(platform->core.window_size.w, platform->core.window_size.h);
Dqn_f32 scanline_gap = 4.0f;

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@ -638,6 +638,12 @@ static FP_GameEntityHandle FP_Entity_CreateHeart(FP_Game *game, Dqn_V2 pos, DQN_
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable;
entity->flags |= FP_GameEntityFlag_RecoversHP;
entity->hp_cap = FP_DEFAULT_DAMAGE * 16;
entity->hp = entity->hp_cap;
entity->faction = FP_GameEntityFaction_Friendly;
entity->hp_recover_every_n_ticks *= 4;
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.heart);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];

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@ -234,6 +234,7 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_
result->inventory.kennels_base_price = 50;
result->inventory.clubs_base_price = 50;
result->base_attack = FP_DEFAULT_DAMAGE;
result->hp_recover_every_n_ticks = 12;
result->inventory.stamina_base_price = 10;
result->inventory.health_base_price = 10;
@ -742,6 +743,7 @@ static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameEntityHandle sr
}
}
#if 0
Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
Dqn_V2 src_pos = FP_Game_CalcEntityWorldPos(game, src_entity);
Dqn_f32 curr_dist_to_entity = Dqn_V2_LengthSq_V2x2(entity_pos, src_pos);
@ -750,6 +752,7 @@ static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameEntityHandle sr
// we assume we're at the entity already.
result = FP_Game_CalcEntityWorldPos(game, src_entity);
}
#endif
}
} break;

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@ -17,14 +17,13 @@ enum FP_GameEntityFlag
FP_GameEntityFlag_Attackable = 1 << 9,
FP_GameEntityFlag_RespondsToBuildings = 1 << 10,
FP_GameEntityFlag_OccupiedInBuilding = 1 << 11,
FP_GameEntityFlag_PointOfInterestHeart = 1 << 12,
FP_GameEntityFlag_CameraTracking = 1 << 13,
FP_GameEntityFlag_BuildZone = 1 << 14,
FP_GameEntityFlag_TTL = 1 << 15,
FP_GameEntityFlag_Friendly = 1 << 16,
FP_GameEntityFlag_Foe = 1 << 17,
FP_GameEntityFlag_NoClip = 1 << 18,
FP_GameEntityFlag_RecoversHP = 1 << 19,
FP_GameEntityFlag_CameraTracking = 1 << 12,
FP_GameEntityFlag_BuildZone = 1 << 13,
FP_GameEntityFlag_TTL = 1 << 14,
FP_GameEntityFlag_Friendly = 1 << 15,
FP_GameEntityFlag_Foe = 1 << 16,
FP_GameEntityFlag_NoClip = 1 << 17,
FP_GameEntityFlag_RecoversHP = 1 << 18,
};
enum FP_GameShapeType
@ -228,6 +227,7 @@ struct FP_GameEntity
uint32_t hp_cap;
uint32_t stamina;
uint32_t stamina_cap;
uint32_t hp_recover_every_n_ticks;
uint32_t base_attack;
bool converted_faction;
@ -280,6 +280,7 @@ enum FP_GameState
FP_GameState_IntroScreen,
FP_GameState_Play,
FP_GameState_WinGame,
FP_GameState_LoseGame,
};
struct FP_GamePlay
@ -299,6 +300,7 @@ struct FP_GamePlay
FP_GameRenderSprite player_merchant_menu;
uint64_t player_trigger_purchase_upgrade_timestamp;
uint64_t player_trigger_purchase_building_timestamp;
FP_GameEntityHandle heart;
FP_GameEntityHandle merchant_terry;
FP_GameEntityHandle merchant_graveyard;