fp: Add scanlines for A E S T H E T I C S, Add increasing enemy health for waves

This commit is contained in:
Joshalosh 2023-10-06 08:49:04 +11:00 committed by doyle
parent 45d981099c
commit 85603bda2a
3 changed files with 70 additions and 7 deletions

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@ -1713,6 +1713,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
} }
} else if (entity->spawn_list.size < entity->spawn_cap) { // NOTE: Spawn new entities } else if (entity->spawn_list.size < entity->spawn_cap) { // NOTE: Spawn new entities
if (input->timer_s >= entity->next_spawn_timestamp_s) { if (input->timer_s >= entity->next_spawn_timestamp_s) {
uint64_t hp_adjustment = entity->current_wave - 1;
entity->next_spawn_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 5.f); entity->next_spawn_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 5.f);
Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle); Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
@ -1720,11 +1721,11 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
Dqn_f32 mob_choice = Dqn_PCG32_NextF32(&game->rng); Dqn_f32 mob_choice = Dqn_PCG32_NextF32(&game->rng);
if (mob_choice <= 0.33f) if (mob_choice <= 0.33f)
link->data = FP_Entity_CreateClinger(game, entity_world_pos, "Clinger"); link->data = FP_Entity_CreateClinger(game, entity_world_pos, hp_adjustment, "Clinger");
else if (mob_choice <= 0.66f) else if (mob_choice <= 0.66f)
link->data = FP_Entity_CreateSmoochie(game, entity_world_pos, "Smoochie"); link->data = FP_Entity_CreateSmoochie(game, entity_world_pos, hp_adjustment, "Smoochie");
else else
link->data = FP_Entity_CreateCatfish(game, entity_world_pos, "Catfish"); link->data = FP_Entity_CreateCatfish(game, entity_world_pos, hp_adjustment, "Catfish");
// NOTE: Setup the mob with waypoints // NOTE: Setup the mob with waypoints
FP_GameEntity *mob = FP_Game_GetEntity(game, link->data); FP_GameEntity *mob = FP_Game_GetEntity(game, link->data);
@ -2116,6 +2117,10 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction); FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle); Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle);
Dqn_V4 colour = game->build_mode_can_place_building ?
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f) :
TELY_Colour_V4Alpha(TELY_COLOUR_RED_V4, 0.5f);
Dqn_V4 colour = game->build_mode_can_place_building ? Dqn_V4 colour = game->build_mode_can_place_building ?
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f) : TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f) :
TELY_Colour_V4Alpha(TELY_COLOUR_RED_V4, 0.5f); TELY_Colour_V4Alpha(TELY_COLOUR_RED_V4, 0.5f);
@ -2171,6 +2176,12 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
} }
} }
} }
// 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;
Dqn_f32 scanline_thickness = 3.0f;
FP_GameRenderCameraFollowScanlines(renderer, screen_size, game->camera.world_pos, scanline_gap, scanline_thickness);
} }
extern "C" __declspec(dllexport) extern "C" __declspec(dllexport)

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@ -273,7 +273,7 @@ static FP_GameEntityHandle FP_Entity_CreateWaypointF(FP_Game *game, Dqn_V2 pos,
return result; return result;
} }
static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, uint64_t hp_adjustment, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{ {
va_list args; va_list args;
va_start(args, fmt); va_start(args, fmt);
@ -282,7 +282,7 @@ static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, DQ
va_end(args); va_end(args);
entity->type = FP_EntityType_Clinger; entity->type = FP_EntityType_Clinger;
entity->hp = 1; entity->hp = 1 + hp_adjustment;
entity->is_dying = false; entity->is_dying = false;
entity->base_acceleration_per_s.meters = 8.f; entity->base_acceleration_per_s.meters = 8.f;
entity->local_pos = pos; entity->local_pos = pos;
@ -296,7 +296,7 @@ static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, DQ
return result; return result;
} }
static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, uint64_t hp_adjustment, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{ {
va_list args; va_list args;
va_start(args, fmt); va_start(args, fmt);
@ -306,7 +306,29 @@ static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, D
entity->type = FP_EntityType_Smoochie; entity->type = FP_EntityType_Smoochie;
entity->base_acceleration_per_s.meters = 8.f; entity->base_acceleration_per_s.meters = 8.f;
entity->hp = 1; entity->hp = 1 + hp_adjustment;
entity->is_dying = false;
entity->local_pos = pos;
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
entity->attack_cooldown_ms = 1000;
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.4f, entity->sprite_height.meters * .6f);
FP_Entity_AddDebugEditorFlags(game, entity->handle);
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable;
return result;
}
static FP_GameEntityHandle FP_Entity_CreateCatfish(FP_Game *game, Dqn_V2 pos, uint64_t hp_adjustment, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_Catfish;
entity->base_acceleration_per_s.meters = 8.f;
entity->hp = 1 + hp_adjustment;
entity->is_dying = false; entity->is_dying = false;
entity->local_pos = pos; entity->local_pos = pos;
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;

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@ -767,3 +767,33 @@ static void FP_Game_EntityTransitionState(FP_Game *game, FP_GameEntity *entity,
// NOTE: If no returns are hit above we proceed with the state change // NOTE: If no returns are hit above we proceed with the state change
entity->action.next_state = desired_state; entity->action.next_state = desired_state;
} }
static void FP_GameRenderScanlines(TELY_Renderer *renderer, Dqn_f32 scanline_gap, Dqn_f32 scanline_thickness,
Dqn_V2 screen_size, Dqn_V2 camera_offset)
{
Dqn_f32 scanline_interval = scanline_gap + scanline_thickness;
Dqn_f32 y_offset = fmodf(camera_offset.y, scanline_interval);
for (Dqn_f32 y = -y_offset; y < screen_size.h; y += scanline_interval)
{
Dqn_V2 start = Dqn_V2_InitNx2(0, y);
Dqn_V2 end = Dqn_V2_InitNx2(screen_size.w, y);
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f), scanline_thickness);
}
}
static void FP_GameRenderCameraFollowScanlines(TELY_Renderer *renderer, Dqn_V2 screen_size, Dqn_V2 camera_offset, Dqn_f32 scanline_gap, Dqn_f32 scanline_thickness)
{
Dqn_f32 y_offset = camera_offset.y;
// Adjust starting y to be more negative
Dqn_f32 starting_y = -screen_size.h - 150 - y_offset;
for (Dqn_f32 y = starting_y; y < screen_size.h; y += scanline_gap + scanline_thickness)
{
Dqn_V2 start = Dqn_V2_InitNx2(camera_offset.x, y + camera_offset.y);
Dqn_V2 end = Dqn_V2_InitNx2(screen_size.w + camera_offset.x, y + camera_offset.y);
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.5f), scanline_thickness);
}
}