fp: Only allow buildings to be placed in build zones
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efaf2ac1cc
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760da9d39f
@ -1375,10 +1375,29 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (entity->flags & FP_GameEntityFlag_CameraTracking)
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if (entity->flags & FP_GameEntityFlag_CameraTracking)
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game->camera.world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle) - Dqn_V2_InitV2I(platform->core.window_size) * .5f;
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game->camera.world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle) - Dqn_V2_InitV2I(platform->core.window_size) * .5f;
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game->build_mode_can_place_building = false;
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if (game->build_mode) {
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if (game->build_mode) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_E)) {
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Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, entity->handle);
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Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, entity->handle);
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Dqn_V2 placement_pos = Dqn_Rect_Center(dest_rect);
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Dqn_V2 placement_pos = Dqn_Rect_Center(dest_rect);
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for (FP_GameEntityIterator zone_it = {};
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!game->build_mode_can_place_building && FP_Game_DFSPostOrderWalkEntityTree(game, &zone_it, game->root_entity);
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) {
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FP_GameEntity *zone = zone_it.entity;
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if ((zone->flags & FP_GameEntityFlag_BuildZone) == 0)
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continue;
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Dqn_Rect zone_hit_box = FP_Game_CalcEntityWorldHitBox(game, zone->handle);
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zone_hit_box.pos += dest_rect.size * .5f;
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zone_hit_box.size -= dest_rect.size;
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zone_hit_box.size = Dqn_V2_Max(zone_hit_box.size, Dqn_V2_Zero);
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game->build_mode_can_place_building = Dqn_Rect_ContainsPoint(zone_hit_box, placement_pos);
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}
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if (game->build_mode_can_place_building &&
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TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_E)) {
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FP_Entity_CreateClubTerry(game, placement_pos, "Club Terry");
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FP_Entity_CreateClubTerry(game, placement_pos, "Club Terry");
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}
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}
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}
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}
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@ -1767,6 +1786,10 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
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FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, FP_EntityType_ClubTerry, FP_EntityClubTerryState_Idle, entity->direction);
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FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, FP_EntityType_ClubTerry, FP_EntityClubTerryState_Idle, entity->direction);
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Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, entity->handle);
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Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, entity->handle);
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Dqn_V4 colour = game->build_mode_can_place_building ?
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TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f) :
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TELY_Colour_V4Alpha(TELY_COLOUR_RED_V4, 0.5f);
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TELY_Render_RectColourV4(renderer, dest_rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_BLUE_CADET_V4, 0.5f));
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TELY_Render_RectColourV4(renderer, dest_rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_BLUE_CADET_V4, 0.5f));
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TELY_Render_TextureColourV4(renderer,
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TELY_Render_TextureColourV4(renderer,
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club_terry_render_data.sheet->tex_handle,
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club_terry_render_data.sheet->tex_handle,
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@ -1774,7 +1797,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
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dest_rect,
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dest_rect,
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Dqn_V2_Zero /*rotate origin*/,
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Dqn_V2_Zero /*rotate origin*/,
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0.f /*rotation*/,
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0.f /*rotation*/,
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TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f));
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colour);
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}
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}
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// NOTE: Render hot/active entity ==========================================================
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// NOTE: Render hot/active entity ==========================================================
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@ -256,7 +256,8 @@ struct FP_Game
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uint64_t clock_ms;
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uint64_t clock_ms;
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Dqn_PCG32 rng;
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Dqn_PCG32 rng;
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bool build_mode;
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bool build_mode;
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bool build_mode_can_place_building;
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};
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};
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struct FP_GameAStarNode
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struct FP_GameAStarNode
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