From 81b3fc5c5d5790e1549b0ac455af10b516d3a09f Mon Sep 17 00:00:00 2001 From: doyle Date: Mon, 9 Oct 2023 21:35:51 +1100 Subject: [PATCH] fp: Add pause screen --- External/tely | 2 +- feely_pona.cpp | 195 ++++++++++++++++++++++++-------------------- feely_pona_game.cpp | 4 - feely_pona_game.h | 3 +- 4 files changed, 110 insertions(+), 94 deletions(-) diff --git a/External/tely b/External/tely index 8d39ef2..8830079 160000 --- a/External/tely +++ b/External/tely @@ -1 +1 @@ -Subproject commit 8d39ef2d8365e223114bbdc2ce2db2edaaf81163 +Subproject commit 883007994e1077746ffe86f78d380559174d188f diff --git a/feely_pona.cpp b/feely_pona.cpp index e7ba4fa..e8a7d57 100644 --- a/feely_pona.cpp +++ b/feely_pona.cpp @@ -640,10 +640,10 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack); } else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_K) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_Y)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_Y)) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack); } } else { @@ -706,10 +706,10 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack); } else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_K) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_Y)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_Y)) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack); } } @@ -717,7 +717,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftControl) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_A)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_A)) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Dash); } } else { @@ -803,7 +803,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack); } else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Run); @@ -897,7 +897,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack); } } @@ -924,7 +924,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack); } else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) { FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Run); @@ -967,7 +967,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack); } } @@ -1170,7 +1170,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Attack); } else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Run); @@ -1212,7 +1212,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || - TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { + TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Attack); } } @@ -1424,7 +1424,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input } if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Escape)) - game->play.clicked_entity = {}; + game->play.state = FP_GameState_Pause; if (game->play.clicked_entity.id) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete)) @@ -1589,10 +1589,12 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input it_entity->type != FP_EntityType_ChurchTerry) continue; - // NOTE: Already converted, we cannot attend church again - if (entity->converted_faction && it_entity->type == FP_EntityType_ChurchTerry) { + // NOTE: Already converted, we cannot attend church again ====================== + if (entity->converted_faction && it_entity->type == FP_EntityType_ChurchTerry) + continue; + + if (it_entity->building_queue.size == Dqn_FArray_Max(&it_entity->building_queue)) continue; - } bool already_visited_building = false; for (FP_SentinelListLink *link_it = {}; @@ -2500,65 +2502,10 @@ 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 || game->play.state == FP_GameState_LoseGame) { - TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity()); - DQN_DEFER { TELY_Render_PopTransform(renderer); }; - TELY_Render_RectColourV4( - renderer, - Dqn_Rect_InitNx4(0, 0, DQN_CAST(Dqn_f32)platform->core.window_size.x, DQN_CAST(Dqn_f32)platform->core.window_size.y), - TELY_RenderShapeMode_Fill, - TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.8f)); + // NOTE: Render overlay UI ===================================================================== + if (game->play.state == FP_GameState_Pause || game->play.state == FP_GameState_Play) { - Dqn_V2I inset = platform->core.window_size * .05f; - Dqn_f32 min_inset = DQN_CAST(Dqn_f32)DQN_MIN(inset.x, inset.y); - - Dqn_V2 draw_p = Dqn_V2_InitNx2(min_inset, min_inset); - TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4); - - if (game->play.state == FP_GameState_IntroScreen) { - TELY_Render_PushFont(renderer, game->inter_regular_font_large); - TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Feely Pona"); 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, "Press enter to start"); draw_p.y += TELY_Render_FontHeight(renderer, assets); - TELY_Render_PopFont(renderer); - TELY_Render_PopColourV4(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); - TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "from his terrible calamity"); 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, "He lives for yet another day and another love"); 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 { - // NOTE: Render the merchant menus ========================================= + // NOTE: Render the merchant menus ========================================================= FP_GameEntity *player = FP_Game_GetEntity(game, game->play.player); Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, game->play.player); { @@ -2805,7 +2752,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer, } } - // NOTE: Render player avatar HUD ========================================== + // NOTE: Render player avatar HUD ========================================================== Dqn_Rect player_avatar_rect = {}; player_avatar_rect.pos = Dqn_V2_InitNx1(32.f); Dqn_V2 next_pos = {}; @@ -3027,7 +2974,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer, #endif } - // NOTE: Render the wave =================================================== + // NOTE: Render the wave =================================================================== { TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity()); DQN_DEFER { TELY_Render_PopTransform(renderer); }; @@ -3055,7 +3002,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer, } if (!FP_Game_IsNilEntityHandle(game, game->play.clicked_entity)) { - // NOTE: Render building blueprint ========================================================= + // NOTE: Render building blueprint ===================================================== if (game->play.in_game_menu == FP_GameInGameMenu_Build) { FP_GameEntity *entity = FP_Game_GetEntity(game, game->play.clicked_entity); FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->play.build_mode_building_index]; @@ -3076,7 +3023,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer, colour); } - // NOTE: Render the building selector UI =================================================== + // NOTE: Render the building selector UI =============================================== { TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity()); DQN_DEFER { TELY_Render_PopTransform(renderer); }; @@ -3131,7 +3078,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer, } } - // NOTE: Render the heart health + // NOTE: Render the heart health =========================================================== { TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity()); DQN_DEFER { TELY_Render_PopTransform(renderer); }; @@ -3140,14 +3087,12 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer, 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); + 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); @@ -3177,15 +3122,89 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *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 + // NOTE: Add scanlines into the game for A E S T H E T I C S =================================== + if (game->play.state == FP_GameState_Play) { Dqn_V2 screen_size = Dqn_V2_InitNx2(platform->core.window_size.w, platform->core.window_size.h); Dqn_f32 scanline_gap = 4.0f; Dqn_f32 scanline_thickness = 3.0f; FP_GameRenderCameraFollowScanlines(renderer, screen_size, game->play.camera.world_pos, scanline_gap, scanline_thickness); } - // NOTE: UI ==================================================================================== + // NOTE: Render the other game state modes ===================================================== + if (game->play.state == FP_GameState_IntroScreen || game->play.state == FP_GameState_WinGame || game->play.state == FP_GameState_LoseGame || game->play.state == FP_GameState_Pause) { + TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity()); + DQN_DEFER { TELY_Render_PopTransform(renderer); }; + TELY_Render_RectColourV4( + renderer, + Dqn_Rect_InitNx4(0, 0, DQN_CAST(Dqn_f32)platform->core.window_size.x, DQN_CAST(Dqn_f32)platform->core.window_size.y), + TELY_RenderShapeMode_Fill, + TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.8f)); + + Dqn_V2I inset = platform->core.window_size * .05f; + Dqn_f32 min_inset = DQN_CAST(Dqn_f32)DQN_MIN(inset.x, inset.y); + + Dqn_V2 draw_p = Dqn_V2_InitNx2(min_inset, min_inset); + TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4); + + if (game->play.state == FP_GameState_IntroScreen) { + TELY_Render_PushFont(renderer, game->inter_regular_font_large); + TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Feely Pona"); 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, "Press enter to start"); draw_p.y += TELY_Render_FontHeight(renderer, assets); + TELY_Render_PopFont(renderer); + TELY_Render_PopColourV4(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 if (game->play.state == FP_GameState_Pause) { + TELY_Render_PushFont(renderer, game->inter_regular_font_large); + TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Paused"); 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, "Press enter to resume"); draw_p.y += TELY_Render_FontHeight(renderer, assets); + TELY_Render_PopFont(renderer); + TELY_Render_PopColourV4(renderer); + + if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Return)) + game->play.state = FP_GameState_Play; + } else { + DQN_ASSERT(game->play.state == FP_GameState_WinGame); + 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); + TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "from his terrible calamity"); 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, "He lives for yet another day and another love"); 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); + } + } + + // NOTE: Debug UI ============================================================================== if (game->play.debug_ui) { TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity()); DQN_DEFER { TELY_Render_PopTransform(renderer); }; diff --git a/feely_pona_game.cpp b/feely_pona_game.cpp index 056520f..118bc79 100644 --- a/feely_pona_game.cpp +++ b/feely_pona_game.cpp @@ -755,10 +755,6 @@ static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameEntityHandle sr #endif } } break; - - case FP_GameWaypointType_Offset: { - result = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle); - } break; } result += waypoint->offset; diff --git a/feely_pona_game.h b/feely_pona_game.h index 6456fc7..2493f19 100644 --- a/feely_pona_game.h +++ b/feely_pona_game.h @@ -76,7 +76,6 @@ enum FP_GameWaypointType FP_GameWaypointType_At, // Move to the specified entity FP_GameWaypointType_Side, // Move to the side of the entity specified by the direction FP_GameWaypointType_ClosestSide, // Move to the side of the entity closest to us - FP_GameWaypointType_Offset, // Move to the designed offset from the entity }; enum FP_GameDirection @@ -238,6 +237,7 @@ struct FP_GameEntity uint32_t count_of_entities_targetting_sides[FP_GameDirection_Count]; FP_GameEntityHandle carried_monkey; + Dqn_FArray building_queue; }; struct FP_GameEntityIterator @@ -290,6 +290,7 @@ enum FP_GameState { FP_GameState_IntroScreen, FP_GameState_Play, + FP_GameState_Pause, FP_GameState_WinGame, FP_GameState_LoseGame, };