fp: Add intro screen and remove nil states
This commit is contained in:
parent
daa6cb4cb4
commit
87fb216256
327
feely_pona.cpp
327
feely_pona.cpp
@ -353,7 +353,8 @@ void TELY_DLL_Init(void *user_data)
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Map");
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entity->type = FP_EntityType_Map;
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entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
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FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down);
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entity->sprite_height = render_data.height;
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entity->local_pos = {};
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Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
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@ -361,7 +362,7 @@ void TELY_DLL_Init(void *user_data)
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entity->local_hit_box_size = sprite_rect_scaled;
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FP_Entity_AddDebugEditorFlags(game, entity->handle);
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FP_Game_EntityActionReset(game, entity->handle, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, render_data.sprite);
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game->map = entity;
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}
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@ -510,10 +511,12 @@ void TELY_DLL_Init(void *user_data)
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FP_Entity_CreateHeart(game, base_mid_p, "Heart");
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uint16_t font_size = 18;
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game->camera.world_pos = base_mid_p - Dqn_V2_InitV2I(platform->core.window_size * .5f);
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game->camera.scale = Dqn_V2_InitNx1(1);
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game->inter_regular_font = platform->func_load_font(assets, DQN_STRING8("Inter (Regular)"), DQN_STRING8("Data/Inter-Regular.otf"), font_size);
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game->inter_italic_font = platform->func_load_font(assets, DQN_STRING8("Inter (Italic)"), DQN_STRING8("Data/Inter-Italic.otf"), font_size);
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game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size);
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game->inter_regular_font_large = platform->func_load_font(assets, DQN_STRING8("Inter (Regular)"), DQN_STRING8("Data/Inter-Regular.otf"), DQN_CAST(uint16_t)(font_size * 5.f));
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game->inter_regular_font = platform->func_load_font(assets, DQN_STRING8("Inter (Regular)"), DQN_STRING8("Data/Inter-Regular.otf"), DQN_CAST(uint16_t)(font_size));
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// game->inter_italic_font = platform->func_load_font(assets, DQN_STRING8("Inter (Italic)"), DQN_STRING8("Data/Inter-Italic.otf"), font_size);
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// game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size);
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game->talkco_font = platform->func_load_font(assets, DQN_STRING8("Talkco"), DQN_STRING8("Data/Talkco.otf"), font_size);
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game->talkco_font_large = platform->func_load_font(assets, DQN_STRING8("Talkco"), DQN_STRING8("Data/Talkco.otf"), DQN_CAST(uint16_t)(font_size * 1.5f));
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game->audio[FP_GameAudio_TestAudio] = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa"));
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@ -537,8 +540,6 @@ FP_GetClosestPortalMonkeyResult FP_GetClosestPortalMonkey(FP_Game *game, FP_Game
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FP_GameEntity *portal_monkey = FP_Game_GetEntity(game, portal_monkey_handle);
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if (FP_Game_IsNilEntity(portal_monkey))
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continue;
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if (portal_monkey->action.state == FP_EntityPortalMonkeyState_DisablingPortal)
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continue;
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Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, handle);
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Dqn_V2 portal_monkey_pos = FP_Game_CalcEntityWorldPos(game, portal_monkey_handle);
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Dqn_f32 dist_squared = Dqn_V2_LengthSq_V2x2(entity_pos, portal_monkey_pos);
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@ -557,18 +558,10 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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FP_GameEntityAction *action = &entity->action;
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bool const we_are_clicked_entity = entity->handle == game->clicked_entity;
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bool const entity_has_velocity = entity->velocity.x || entity->velocity.y;
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bool const entering_new_state = action->state != action->next_state;
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bool const entering_new_state = entity->alive_time_s == 0.f || action->state != action->next_state;
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bool const action_has_finished = !entering_new_state && game->clock_ms >= action->end_at_clock_ms;
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action->state = action->next_state;
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// NOTE: Left-shift lets us strafe in the same direction
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if (!TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_LeftShift)) {
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if (acceleration_meters_per_s->x)
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entity->direction = acceleration_meters_per_s->x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left;
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else if (acceleration_meters_per_s->y)
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entity->direction = acceleration_meters_per_s->y > 0.f ? FP_GameDirection_Down : FP_GameDirection_Up;
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}
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FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, entity->action.state, entity->direction);
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switch (entity->type) {
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case FP_EntityType_Terry: {
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@ -585,10 +578,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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}
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switch (*state) {
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case FP_EntityTerryState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle);
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} break;
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case FP_EntityTerryState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -596,7 +585,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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}
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if (we_are_clicked_entity) {
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if (game->active_menu == FP_GameActiveMenu_Nil) {
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if (game->in_game_menu == FP_GameInGameMenu_Nil) {
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bool picked_up_monkey_this_frame = false;
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if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
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// NOTE: Check if we are nearby a monkey and picking it up
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@ -663,7 +652,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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if (we_are_clicked_entity) {
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bool picked_up_monkey_this_frame = false;
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if (game->active_menu == FP_GameActiveMenu_Nil) {
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if (game->in_game_menu == FP_GameInGameMenu_Nil) {
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if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
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// NOTE: Check if we are nearby a monkey and picking it up
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FP_GetClosestPortalMonkeyResult closest_monkey = FP_GetClosestPortalMonkey(game, entity->handle);
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@ -742,31 +731,9 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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} break;
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case FP_EntityType_PortalMonkey: {
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FP_EntityPortalMonkeyState *state = DQN_CAST(FP_EntityPortalMonkeyState *) & action->state;
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switch (*state) {
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case FP_EntityPortalMonkeyState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Idle);
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} break;
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case FP_EntityPortalMonkeyState_Idle: {
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} break;
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case FP_EntityPortalMonkeyState_BeingCarried: {
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} break;
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case FP_EntityPortalMonkeyState_DisablingPortal: {
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} break;
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}
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} break;
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case FP_EntityType_Smoochie: {
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FP_EntitySmoochieState *state = DQN_CAST(FP_EntitySmoochieState *) & action->state;
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switch (*state) {
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case FP_EntitySmoochieState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Idle);
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} break;
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case FP_EntitySmoochieState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -888,10 +855,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_Clinger: {
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FP_EntityClingerState *state = DQN_CAST(FP_EntityClingerState *)&action->state;
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switch (*state) {
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case FP_EntityClingerState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Idle);
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} break;
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case FP_EntityClingerState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -962,10 +925,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_MerchantTerry: {
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FP_EntityMerchantTerryState *state = DQN_CAST(FP_EntityMerchantTerryState *)&action->state;
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switch (*state) {
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case FP_EntityMerchantTerryState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantTerryState_Idle);
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} break;
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case FP_EntityMerchantTerryState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -979,10 +938,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_MerchantPhoneCompany: {
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FP_EntityMerchantPhoneCompanyState *state = DQN_CAST(FP_EntityMerchantPhoneCompanyState *)&action->state;
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switch (*state) {
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case FP_EntityMerchantPhoneCompanyState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantPhoneCompanyState_Idle);
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} break;
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case FP_EntityMerchantPhoneCompanyState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -995,10 +950,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_MerchantGym: {
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FP_EntityMerchantGymState *state = DQN_CAST(FP_EntityMerchantGymState *)&action->state;
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switch (*state) {
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case FP_EntityMerchantGymState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantGymState_Idle);
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} break;
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case FP_EntityMerchantGymState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1012,10 +963,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_MerchantGraveyard: {
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FP_EntityMerchantGraveyardState *state = DQN_CAST(FP_EntityMerchantGraveyardState *)&action->state;
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switch (*state) {
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case FP_EntityMerchantGraveyardState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantGraveyardState_Idle);
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} break;
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case FP_EntityMerchantGraveyardState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1029,10 +976,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_ClubTerry: {
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FP_EntityClubTerryState *state = DQN_CAST(FP_EntityClubTerryState *)&action->state;
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switch (*state) {
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case FP_EntityClubTerryState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityClubTerryState_Idle);
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} break;
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case FP_EntityClubTerryState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1063,10 +1006,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_Map: {
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FP_EntityMapState *state = DQN_CAST(FP_EntityMapState *) & action->state;
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switch (*state) {
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case FP_EntityMapState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityMapState_Idle);
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} break;
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case FP_EntityMapState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1080,10 +1019,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_Heart: {
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FP_EntityHeartState *state = DQN_CAST(FP_EntityHeartState *) & action->state;
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switch (*state) {
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case FP_EntityHeartState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityHeartState_Idle);
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} break;
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case FP_EntityHeartState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1096,10 +1031,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_AirportTerry: {
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FP_EntityAirportTerryState *state = DQN_CAST(FP_EntityAirportTerryState *)&action->state;
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switch (*state) {
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case FP_EntityAirportTerryState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityAirportTerryState_Idle);
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} break;
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case FP_EntityAirportTerryState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1145,10 +1076,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_AirportTerryPlane: {
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FP_EntityAirportTerryPlaneState *state = DQN_CAST(FP_EntityAirportTerryPlaneState *)&action->state;
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switch (*state) {
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case FP_EntityAirportTerryPlaneState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityAirportTerryPlaneState_Idle);
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} break;
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case FP_EntityAirportTerryPlaneState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1174,10 +1101,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_Catfish: {
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FP_EntityCatfishState *state = DQN_CAST(FP_EntityCatfishState *) & action->state;
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switch (*state) {
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case FP_EntityCatfishState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Idle);
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} break;
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case FP_EntityCatfishState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1247,10 +1170,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_ChurchTerry: {
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FP_EntityChurchTerryState *state = DQN_CAST(FP_EntityChurchTerryState *)&action->state;
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switch (*state) {
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case FP_EntityChurchTerryState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityChurchTerryState_Idle);
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} break;
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case FP_EntityChurchTerryState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1282,10 +1201,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_KennelTerry: {
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FP_EntityKennelTerryState *state = DQN_CAST(FP_EntityKennelTerryState *)&action->state;
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switch (*state) {
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case FP_EntityKennelTerryState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityKennelTerryState_Idle);
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} break;
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case FP_EntityKennelTerryState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1303,10 +1218,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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case FP_EntityType_MobSpawner: {
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FP_EntityMobSpawnerState *state = DQN_CAST(FP_EntityMobSpawnerState *)&action->state;
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switch (*state) {
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case FP_EntityMobSpawnerState_Nil: {
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FP_Game_EntityTransitionState(game, entity, FP_EntityMobSpawnerState_Idle);
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} break;
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case FP_EntityMobSpawnerState_Idle: {
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if (entering_new_state) {
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uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
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@ -1437,12 +1348,13 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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{
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Dqn_Profiler_ZoneScopeWithIndex("FP_Update", FP_ProfileZone_FPUpdate);
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if (TELY_Platform_InputKeyIsReleased(input->mouse_left))
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game->clicked_entity = game->prev_active_entity;
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game->update_counter++;
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game->clock_ms = DQN_CAST(uint64_t)(platform->input.timer_s * 1000.f);
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Dqn_ProfilerZone update_zone = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: Entity loop"), FP_ProfileZone_FPUpdate_EntityLoop);
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if (game->state == FP_GameState_Play) {
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Dqn_V2 dir_vector = {};
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if (TELY_Platform_InputKeyIsReleased(input->mouse_left))
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game->clicked_entity = game->prev_active_entity;
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// NOTE: Keyboard movement input
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if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_W))
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@ -1505,8 +1417,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F1))
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game->debug_ui = !game->debug_ui;
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Dqn_ProfilerZone update_zone = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: Entity loop"), FP_ProfileZone_FPUpdate_EntityLoop);
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// NOTE: Handle input ==========================================================================
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for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
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FP_GameEntity *entity = it.entity;
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@ -1888,9 +1798,9 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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}
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if (game->clicked_entity == entity->handle) {
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if (game->active_menu == FP_GameActiveMenu_Nil || game->active_menu == FP_GameActiveMenu_Build) {
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if (game->in_game_menu == FP_GameInGameMenu_Nil || game->in_game_menu == FP_GameInGameMenu_Build) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_H))
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game->active_menu = DQN_CAST(FP_GameActiveMenu)(DQN_CAST(uint32_t)game->active_menu ^ FP_GameActiveMenu_Build);
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game->in_game_menu = DQN_CAST(FP_GameInGameMenu)(DQN_CAST(uint32_t)game->in_game_menu ^ FP_GameInGameMenu_Build);
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}
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if (entity->flags & FP_GameEntityFlag_CameraTracking)
|
||||
@ -1910,7 +1820,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
||||
inventory_count = &entity->inventory.airports;
|
||||
|
||||
bool have_building_inventory = inventory_count && (*inventory_count) > 0;
|
||||
if (have_building_inventory && game->active_menu == FP_GameActiveMenu_Build) {
|
||||
if (have_building_inventory && game->in_game_menu == FP_GameInGameMenu_Build) {
|
||||
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle);
|
||||
Dqn_V2 placement_pos = Dqn_Rect_Center(dest_rect);
|
||||
|
||||
@ -1972,6 +1882,15 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
||||
acceleration_meters_per_s *= 1.f; // TODO(doyle): Penalise the player
|
||||
}
|
||||
|
||||
// NOTE: Left-shift lets us strafe in the same direction
|
||||
if (!TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_LeftShift)) {
|
||||
if (acceleration_meters_per_s.x)
|
||||
entity->direction = acceleration_meters_per_s.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left;
|
||||
else if (acceleration_meters_per_s.y)
|
||||
entity->direction = acceleration_meters_per_s.y > 0.f ? FP_GameDirection_Down : FP_GameDirection_Up;
|
||||
}
|
||||
|
||||
|
||||
// NOTE: Tick the state machine
|
||||
// NOTE: This can delete the entity! Take caution
|
||||
FP_GameEntityHandle entity_handle = entity->handle;
|
||||
@ -1988,6 +1907,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
||||
game->enemies_spawned_this_wave = 0;
|
||||
game->current_wave++;
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: Update entity =========================================================================
|
||||
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
|
||||
@ -2168,7 +2088,18 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
||||
{
|
||||
Dqn_Profiler_ZoneScopeWithIndex("FP_Render", FP_ProfileZone_FPRender);
|
||||
TELY_PlatformInput *input = &platform->input;
|
||||
TELY_RFui *rfui = &game->rfui;
|
||||
TELY_Assets *assets = &platform->assets;
|
||||
|
||||
TELY_Render_ClearColourV3(renderer, TELY_COLOUR_BLACK_MIDNIGHT_V4.rgb);
|
||||
TELY_Render_PushFont(renderer, game->jetbrains_mono_font);
|
||||
|
||||
TELY_RFui_FrameSetup(rfui, &platform->frame_arena);
|
||||
TELY_RFui_PushFont(rfui, game->jetbrains_mono_font);
|
||||
TELY_RFui_PushLabelColourV4(rfui, TELY_COLOUR_BLACK_MIDNIGHT_V4);
|
||||
|
||||
Dqn_M2x3 model_view = FP_Game_CameraModelViewM2x3(game->camera, platform);
|
||||
TELY_Render_PushTransform(renderer, model_view);
|
||||
Dqn_V2 world_mouse_p = input->mouse_p + game->camera.world_pos;
|
||||
|
||||
// NOTE: Draw tiles ============================================================================
|
||||
@ -2357,7 +2288,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
||||
}
|
||||
}
|
||||
|
||||
if (game->active_menu == FP_GameActiveMenu_Build) {
|
||||
if (game->in_game_menu == FP_GameInGameMenu_Build) {
|
||||
if (entity->flags & FP_GameEntityFlag_BuildZone)
|
||||
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_BLUE_CADET_V4, 0.5f));
|
||||
}
|
||||
@ -2441,6 +2372,33 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
||||
}
|
||||
}
|
||||
|
||||
if (game->state == FP_GameState_IntroScreen) {
|
||||
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);
|
||||
|
||||
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->state = FP_GameState_Play;
|
||||
} else {
|
||||
// NOTE: Render the merchant menus =========================================
|
||||
FP_GameEntity *player = FP_Game_GetEntity(game, game->player);
|
||||
Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, game->player);
|
||||
@ -2667,10 +2625,10 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
||||
}
|
||||
|
||||
if (activated_merchant) {
|
||||
game->active_menu = FP_GameActiveMenu_Merchant;
|
||||
game->in_game_menu = FP_GameInGameMenu_Merchant;
|
||||
} else {
|
||||
if (game->active_menu == FP_GameActiveMenu_Merchant) {
|
||||
game->active_menu = FP_GameActiveMenu_Nil;
|
||||
if (game->in_game_menu == FP_GameInGameMenu_Merchant) {
|
||||
game->in_game_menu = FP_GameInGameMenu_Nil;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2926,7 +2884,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
||||
|
||||
if (!FP_Game_IsNilEntityHandle(game, game->clicked_entity)) {
|
||||
// NOTE: Render building blueprint =========================================================
|
||||
if (game->active_menu == FP_GameActiveMenu_Build) {
|
||||
if (game->in_game_menu == FP_GameInGameMenu_Build) {
|
||||
FP_GameEntity *entity = FP_Game_GetEntity(game, game->clicked_entity);
|
||||
FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->build_mode_building_index];
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
|
||||
@ -3006,82 +2964,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
||||
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)
|
||||
void TELY_DLL_FrameUpdate(void *user_data)
|
||||
{
|
||||
TELY_Platform *platform = DQN_CAST(TELY_Platform *) user_data;
|
||||
TELY_PlatformInput *input = &platform->input;
|
||||
TELY_Assets *assets = &platform->assets;
|
||||
TELY_Renderer *renderer = &platform->renderer;
|
||||
FP_Game *game = DQN_CAST(FP_Game *) platform->user_data;
|
||||
TELY_RFui *rfui = &game->rfui;
|
||||
|
||||
TELY_Render_ClearColourV3(renderer, TELY_COLOUR_BLACK_MIDNIGHT_V4.rgb);
|
||||
TELY_Render_PushFont(renderer, game->jetbrains_mono_font);
|
||||
|
||||
TELY_RFui_FrameSetup(rfui, &platform->frame_arena);
|
||||
TELY_RFui_PushFont(rfui, game->jetbrains_mono_font);
|
||||
TELY_RFui_PushLabelColourV4(rfui, TELY_COLOUR_BLACK_MIDNIGHT_V4);
|
||||
|
||||
// =============================================================================================
|
||||
|
||||
game->prev_clicked_entity = game->clicked_entity;
|
||||
game->prev_hot_entity = game->hot_entity;
|
||||
game->prev_active_entity = game->active_entity;
|
||||
game->hot_entity = {};
|
||||
game->active_entity = {};
|
||||
Dqn_FArray_Clear(&game->parent_entity_stack);
|
||||
Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle);
|
||||
|
||||
Dqn_M2x3 model_view = FP_Game_CameraModelViewM2x3(game->camera, platform);
|
||||
TELY_Render_PushTransform(renderer, model_view);
|
||||
Dqn_V2 world_mouse_p = input->mouse_p + game->camera.world_pos;
|
||||
|
||||
// =============================================================================================
|
||||
|
||||
TELY_Audio *audio = &platform->audio;
|
||||
|
||||
#if 0
|
||||
if (audio->playback_size == 0) {
|
||||
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TestAudio], 1.f /*volume*/);
|
||||
}
|
||||
#endif
|
||||
|
||||
// =============================================================================================
|
||||
|
||||
if (TELY_Platform_InputKeyWasDown(input->mouse_left) && TELY_Platform_InputKeyIsDown(input->mouse_left)) {
|
||||
if (game->prev_active_entity.id)
|
||||
game->active_entity = game->prev_active_entity;
|
||||
} else {
|
||||
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity); ) {
|
||||
FP_GameEntity *entity = it.entity;
|
||||
if (entity->local_hit_box_size.x <= 0 || entity->local_hit_box_size.y <= 0)
|
||||
continue;
|
||||
|
||||
if ((entity->flags & FP_GameEntityFlag_Clickable) == 0)
|
||||
continue;
|
||||
|
||||
Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
|
||||
if (!Dqn_Rect_ContainsPoint(world_hit_box, world_mouse_p))
|
||||
continue;
|
||||
|
||||
game->hot_entity = entity->handle;
|
||||
if (TELY_Platform_InputKeyIsPressed(input->mouse_left)) {
|
||||
game->active_entity = entity->handle;
|
||||
game->clicked_entity = entity->handle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (game->delta_s_accumulator += DQN_CAST(Dqn_f32)input->delta_s;
|
||||
game->delta_s_accumulator > PHYSICS_STEP;
|
||||
game->delta_s_accumulator -= PHYSICS_STEP) {
|
||||
FP_Update(platform, game, input);
|
||||
}
|
||||
|
||||
FP_Render(game, platform, renderer);
|
||||
|
||||
// NOTE: UI ====================================================================================
|
||||
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
|
||||
@ -3164,6 +3047,74 @@ void TELY_DLL_FrameUpdate(void *user_data)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern "C" __declspec(dllexport)
|
||||
void TELY_DLL_FrameUpdate(void *user_data)
|
||||
{
|
||||
TELY_Platform *platform = DQN_CAST(TELY_Platform *) user_data;
|
||||
TELY_PlatformInput *input = &platform->input;
|
||||
TELY_Assets *assets = &platform->assets;
|
||||
TELY_Renderer *renderer = &platform->renderer;
|
||||
FP_Game *game = DQN_CAST(FP_Game *) platform->user_data;
|
||||
TELY_RFui *rfui = &game->rfui;
|
||||
|
||||
// =============================================================================================
|
||||
|
||||
game->prev_clicked_entity = game->clicked_entity;
|
||||
game->prev_hot_entity = game->hot_entity;
|
||||
game->prev_active_entity = game->active_entity;
|
||||
game->hot_entity = {};
|
||||
game->active_entity = {};
|
||||
Dqn_FArray_Clear(&game->parent_entity_stack);
|
||||
Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle);
|
||||
|
||||
// =============================================================================================
|
||||
|
||||
TELY_Audio *audio = &platform->audio;
|
||||
|
||||
#if 0
|
||||
if (audio->playback_size == 0) {
|
||||
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TestAudio], 1.f /*volume*/);
|
||||
}
|
||||
#endif
|
||||
|
||||
// =============================================================================================
|
||||
|
||||
if (game->state == FP_GameState_Play) {
|
||||
if (TELY_Platform_InputKeyWasDown(input->mouse_left) && TELY_Platform_InputKeyIsDown(input->mouse_left)) {
|
||||
if (game->prev_active_entity.id)
|
||||
game->active_entity = game->prev_active_entity;
|
||||
} else {
|
||||
Dqn_V2 world_mouse_p = input->mouse_p + game->camera.world_pos;
|
||||
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity); ) {
|
||||
FP_GameEntity *entity = it.entity;
|
||||
if (entity->local_hit_box_size.x <= 0 || entity->local_hit_box_size.y <= 0)
|
||||
continue;
|
||||
|
||||
if ((entity->flags & FP_GameEntityFlag_Clickable) == 0)
|
||||
continue;
|
||||
|
||||
Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
|
||||
if (!Dqn_Rect_ContainsPoint(world_hit_box, world_mouse_p))
|
||||
continue;
|
||||
|
||||
game->hot_entity = entity->handle;
|
||||
if (TELY_Platform_InputKeyIsPressed(input->mouse_left)) {
|
||||
game->active_entity = entity->handle;
|
||||
game->clicked_entity = entity->handle;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (game->delta_s_accumulator += DQN_CAST(Dqn_f32)input->delta_s;
|
||||
game->delta_s_accumulator > PHYSICS_STEP;
|
||||
game->delta_s_accumulator -= PHYSICS_STEP) {
|
||||
FP_Update(platform, game, input);
|
||||
}
|
||||
|
||||
FP_Render(game, platform, renderer);
|
||||
|
||||
TELY_RFui_Flush(rfui, renderer, input, assets);
|
||||
TELY_Audio_MixPlaybackSamples(audio, assets);
|
||||
|
@ -29,7 +29,6 @@ enum FP_EntityType
|
||||
|
||||
enum FP_EntityTerryState
|
||||
{
|
||||
FP_EntityTerryState_Nil,
|
||||
FP_EntityTerryState_Idle,
|
||||
FP_EntityTerryState_Attack,
|
||||
FP_EntityTerryState_RangeAttack,
|
||||
@ -39,14 +38,12 @@ enum FP_EntityTerryState
|
||||
|
||||
enum FP_EntityMobSpawnerState
|
||||
{
|
||||
FP_EntityMobSpawnerState_Nil,
|
||||
FP_EntityMobSpawnerState_Idle,
|
||||
FP_EntityMobSpawnerState_Shutdown,
|
||||
};
|
||||
|
||||
enum FP_EntitySmoochieState
|
||||
{
|
||||
FP_EntitySmoochieState_Nil,
|
||||
FP_EntitySmoochieState_Idle,
|
||||
FP_EntitySmoochieState_Attack,
|
||||
FP_EntitySmoochieState_HurtSide,
|
||||
@ -56,7 +53,6 @@ enum FP_EntitySmoochieState
|
||||
|
||||
enum FP_EntityCatfishState
|
||||
{
|
||||
FP_EntityCatfishState_Nil,
|
||||
FP_EntityCatfishState_Idle,
|
||||
FP_EntityCatfishState_Attack,
|
||||
FP_EntityCatfishState_Death,
|
||||
@ -65,7 +61,6 @@ enum FP_EntityCatfishState
|
||||
|
||||
enum FP_EntityClingerState
|
||||
{
|
||||
FP_EntityClingerState_Nil,
|
||||
FP_EntityClingerState_Idle,
|
||||
FP_EntityClingerState_Attack,
|
||||
FP_EntityClingerState_Death,
|
||||
@ -74,82 +69,63 @@ enum FP_EntityClingerState
|
||||
|
||||
enum FP_EntityMerchantTerryState
|
||||
{
|
||||
FP_EntityMerchantTerryState_Nil,
|
||||
FP_EntityMerchantTerryState_Idle,
|
||||
};
|
||||
|
||||
enum FP_EntityMerchantGymState
|
||||
{
|
||||
FP_EntityMerchantGymState_Nil,
|
||||
FP_EntityMerchantGymState_Idle,
|
||||
};
|
||||
|
||||
enum FP_EntityMerchantPhoneCompanyState
|
||||
{
|
||||
FP_EntityMerchantPhoneCompanyState_Nil,
|
||||
FP_EntityMerchantPhoneCompanyState_Idle,
|
||||
};
|
||||
|
||||
enum FP_EntityMerchantGraveyardState
|
||||
{
|
||||
FP_EntityMerchantGraveyardState_Nil,
|
||||
FP_EntityMerchantGraveyardState_Idle,
|
||||
};
|
||||
|
||||
enum FP_EntityClubTerryState
|
||||
{
|
||||
FP_EntityClubTerryState_Nil,
|
||||
FP_EntityClubTerryState_Idle,
|
||||
FP_EntityClubTerryState_PartyTime,
|
||||
};
|
||||
|
||||
enum FP_EntityAirportTerryState
|
||||
{
|
||||
FP_EntityAirportTerryState_Nil,
|
||||
FP_EntityAirportTerryState_Idle,
|
||||
FP_EntityAirportTerryState_FlyPassenger,
|
||||
};
|
||||
|
||||
enum FP_EntityAirportTerryPlaneState
|
||||
{
|
||||
FP_EntityAirportTerryPlaneState_Nil,
|
||||
FP_EntityAirportTerryPlaneState_Idle,
|
||||
FP_EntityAirportTerryPlaneState_FlyPassenger,
|
||||
};
|
||||
|
||||
enum FP_EntityChurchTerryState
|
||||
{
|
||||
FP_EntityChurchTerryState_Nil,
|
||||
FP_EntityChurchTerryState_Idle,
|
||||
FP_EntityChurchTerryState_ConvertPatron,
|
||||
};
|
||||
|
||||
enum FP_EntityKennelTerryState
|
||||
{
|
||||
FP_EntityKennelTerryState_Nil,
|
||||
FP_EntityKennelTerryState_Idle,
|
||||
};
|
||||
|
||||
enum FP_EntityMapState
|
||||
{
|
||||
FP_EntityMapState_Nil,
|
||||
FP_EntityMapState_Idle,
|
||||
};
|
||||
|
||||
enum FP_EntityHeartState
|
||||
{
|
||||
FP_EntityHeartState_Nil,
|
||||
FP_EntityHeartState_Idle,
|
||||
};
|
||||
|
||||
enum FP_EntityPortalMonkeyState
|
||||
{
|
||||
FP_EntityPortalMonkeyState_Nil,
|
||||
FP_EntityPortalMonkeyState_Idle,
|
||||
FP_EntityPortalMonkeyState_BeingCarried,
|
||||
FP_EntityPortalMonkeyState_DisablingPortal,
|
||||
};
|
||||
|
||||
struct FP_EntityRenderData
|
||||
{
|
||||
FP_Meters height;
|
||||
|
@ -35,7 +35,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 1.8f;
|
||||
FP_EntityTerryState state = DQN_CAST(FP_EntityTerryState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityTerryState_Nil: break;
|
||||
case FP_EntityTerryState_Idle: result.anim_name = g_anim_names.terry_walk_idle; break;
|
||||
|
||||
case FP_EntityTerryState_Attack: {
|
||||
@ -84,7 +83,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 1.6f;
|
||||
FP_EntitySmoochieState state = DQN_CAST(FP_EntitySmoochieState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntitySmoochieState_Nil: break;
|
||||
case FP_EntitySmoochieState_Idle: result.anim_name = g_anim_names.smoochie_walk_down; break;
|
||||
case FP_EntitySmoochieState_Attack: result.anim_name = g_anim_names.smoochie_attack_down; break;
|
||||
case FP_EntitySmoochieState_HurtSide: result.anim_name = g_anim_names.smoochie_hurt_side; result.flip = direction == FP_GameDirection_Right ? TELY_AssetFlip_X : TELY_AssetFlip_No; break;
|
||||
@ -105,7 +103,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 3.66f;
|
||||
FP_EntityMerchantTerryState state = DQN_CAST(FP_EntityMerchantTerryState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityMerchantTerryState_Nil: break;
|
||||
case FP_EntityMerchantTerryState_Idle: result.anim_name = g_anim_names.merchant_terry; break;
|
||||
}
|
||||
} break;
|
||||
@ -114,7 +111,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 3.66f;
|
||||
FP_EntityMerchantGraveyardState state = DQN_CAST(FP_EntityMerchantGraveyardState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityMerchantGraveyardState_Nil: break;
|
||||
case FP_EntityMerchantGraveyardState_Idle: result.anim_name = g_anim_names.merchant_graveyard; break;
|
||||
}
|
||||
} break;
|
||||
@ -124,7 +120,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.anim_name = g_anim_names.merchant_gym;
|
||||
FP_EntityMerchantGymState state = DQN_CAST(FP_EntityMerchantGymState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityMerchantGymState_Nil: break;
|
||||
case FP_EntityMerchantGymState_Idle: result.anim_name = g_anim_names.merchant_gym; break;
|
||||
}
|
||||
} break;
|
||||
@ -133,7 +128,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 3.66f;
|
||||
FP_EntityMerchantPhoneCompanyState state = DQN_CAST(FP_EntityMerchantPhoneCompanyState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityMerchantPhoneCompanyState_Nil: break;
|
||||
case FP_EntityMerchantPhoneCompanyState_Idle: result.anim_name = g_anim_names.merchant_phone_company; break;
|
||||
}
|
||||
} break;
|
||||
@ -142,7 +136,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 4.f;
|
||||
FP_EntityClubTerryState state = DQN_CAST(FP_EntityClubTerryState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityClubTerryState_Nil: break;
|
||||
case FP_EntityClubTerryState_Idle: result.anim_name = g_anim_names.club_terry_dark; break;
|
||||
case FP_EntityClubTerryState_PartyTime: result.anim_name = g_anim_names.club_terry_alive; break;
|
||||
}
|
||||
@ -152,7 +145,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 1.6f;
|
||||
FP_EntityClingerState state = DQN_CAST(FP_EntityClingerState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityClingerState_Nil: break;
|
||||
case FP_EntityClingerState_Idle: result.anim_name = g_anim_names.clinger_walk_down; break;
|
||||
|
||||
case FP_EntityClingerState_Attack: {
|
||||
@ -183,7 +175,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 4.f;
|
||||
FP_EntityHeartState state = DQN_CAST(FP_EntityHeartState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityHeartState_Nil: break;
|
||||
case FP_EntityHeartState_Idle: result.anim_name = g_anim_names.heart; break;
|
||||
}
|
||||
} break;
|
||||
@ -192,7 +183,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 4.f;
|
||||
FP_EntityAirportTerryState state = DQN_CAST(FP_EntityAirportTerryState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityAirportTerryState_Nil: break;
|
||||
case FP_EntityAirportTerryState_Idle: result.anim_name = g_anim_names.airport_terry; break;
|
||||
case FP_EntityAirportTerryState_FlyPassenger: result.anim_name = g_anim_names.airport_terry; break;
|
||||
}
|
||||
@ -202,7 +192,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 1.6f;
|
||||
FP_EntityCatfishState state = DQN_CAST(FP_EntityCatfishState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityCatfishState_Nil:
|
||||
case FP_EntityCatfishState_Idle: result.anim_name = g_anim_names.catfish_walk_down; break;
|
||||
case FP_EntityCatfishState_Attack: {
|
||||
switch (direction) {
|
||||
@ -230,7 +219,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 4.f;
|
||||
FP_EntityChurchTerryState state = DQN_CAST(FP_EntityChurchTerryState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityChurchTerryState_Nil: break;
|
||||
case FP_EntityChurchTerryState_Idle: result.anim_name = g_anim_names.church_terry_dark; break;
|
||||
case FP_EntityChurchTerryState_ConvertPatron: result.anim_name = g_anim_names.church_terry_alive; break;
|
||||
}
|
||||
@ -240,7 +228,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 3.f;
|
||||
FP_EntityKennelTerryState state = DQN_CAST(FP_EntityKennelTerryState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityKennelTerryState_Nil: break;
|
||||
case FP_EntityKennelTerryState_Idle: result.anim_name = g_anim_names.kennel_terry; break;
|
||||
}
|
||||
} break;
|
||||
@ -259,7 +246,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
|
||||
result.height.meters = 3.f;
|
||||
FP_EntityMobSpawnerState state = DQN_CAST(FP_EntityMobSpawnerState)raw_state;
|
||||
switch (state) {
|
||||
case FP_EntityMobSpawnerState_Nil: break;
|
||||
case FP_EntityMobSpawnerState_Idle: result.anim_name = g_anim_names.portal; break;
|
||||
case FP_EntityMobSpawnerState_Shutdown: {
|
||||
result.anim_name = g_anim_names.portal_break;
|
||||
@ -326,7 +312,9 @@ static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, DQ
|
||||
entity->is_dying = false;
|
||||
entity->base_acceleration_per_s.meters = 8.f;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
entity->attack_cooldown_ms = 1000;
|
||||
entity->faction = FP_GameEntityFaction_Foe;
|
||||
|
||||
@ -334,6 +322,9 @@ static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, DQ
|
||||
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
entity->flags |= FP_GameEntityFlag_Attackable;
|
||||
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -349,13 +340,19 @@ static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, D
|
||||
entity->base_acceleration_per_s.meters = 8.f;
|
||||
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, 0.7f, entity->sprite_height.meters * .6f);
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
entity->flags |= FP_GameEntityFlag_Attackable;
|
||||
entity->faction = FP_GameEntityFaction_Foe;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -371,7 +368,12 @@ static FP_GameEntityHandle FP_Entity_CreateCatfish(FP_Game *game, Dqn_V2 pos, DQ
|
||||
entity->base_acceleration_per_s.meters = 8.f;
|
||||
entity->is_dying = false;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
entity->attack_cooldown_ms = 1000;
|
||||
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.7f, entity->sprite_height.meters * .6f);
|
||||
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
||||
@ -424,9 +426,13 @@ static FP_GameEntityHandle FP_Entity_CreateMobSpawner(FP_Game *game, Dqn_V2 pos,
|
||||
entity->type = FP_EntityType_MobSpawner;
|
||||
entity->local_pos = pos;
|
||||
entity->local_hit_box_size = Dqn_V2_InitNx1(32);
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
entity->spawn_cap = spawn_cap;
|
||||
entity->spawn_list = FP_SentinelList_Init<FP_GameEntityHandle>(game->chunk_pool);
|
||||
return result;
|
||||
@ -443,7 +449,12 @@ static FP_GameEntityHandle FP_Entity_CreateTerry(FP_Game *game, Dqn_V2 pos, DQN_
|
||||
entity->type = FP_EntityType_Terry;
|
||||
entity->local_pos = pos;
|
||||
entity->base_acceleration_per_s.meters = 16.f;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
entity->attack_cooldown_ms = 500;
|
||||
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.5f, entity->sprite_height.meters * .6f);
|
||||
entity->hp_cap = FP_DEFAULT_DAMAGE * 3;
|
||||
@ -469,7 +480,12 @@ static FP_GameEntityHandle FP_Entity_CreateMerchantTerry(FP_Game *game, Dqn_V2 p
|
||||
|
||||
entity->type = FP_EntityType_MerchantTerry;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
|
||||
@ -493,7 +509,12 @@ static FP_GameEntityHandle FP_Entity_CreateMerchantGraveyard(FP_Game *game, Dqn_
|
||||
|
||||
entity->type = FP_EntityType_MerchantGraveyard;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
|
||||
@ -517,7 +538,12 @@ static FP_GameEntityHandle FP_Entity_CreateMerchantGym(FP_Game *game, Dqn_V2 pos
|
||||
|
||||
entity->type = FP_EntityType_MerchantGym;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
|
||||
@ -541,7 +567,12 @@ static FP_GameEntityHandle FP_Entity_CreateMerchantPhoneCompany(FP_Game *game, D
|
||||
|
||||
entity->type = FP_EntityType_MerchantPhoneCompany;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
|
||||
@ -565,7 +596,12 @@ static FP_GameEntityHandle FP_Entity_CreateClubTerry(FP_Game *game, Dqn_V2 pos,
|
||||
|
||||
entity->type = FP_EntityType_ClubTerry;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
|
||||
@ -589,7 +625,12 @@ static FP_GameEntityHandle FP_Entity_CreateHeart(FP_Game *game, Dqn_V2 pos, DQN_
|
||||
|
||||
entity->type = FP_EntityType_Heart;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
|
||||
@ -613,7 +654,12 @@ static FP_GameEntityHandle FP_Entity_CreateChurchTerry(FP_Game *game, Dqn_V2 pos
|
||||
|
||||
entity->type = FP_EntityType_ChurchTerry;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
|
||||
@ -637,7 +683,12 @@ static FP_GameEntityHandle FP_Entity_CreateKennelTerry(FP_Game *game, Dqn_V2 pos
|
||||
|
||||
entity->type = FP_EntityType_KennelTerry;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
|
||||
@ -661,7 +712,12 @@ static FP_GameEntityHandle FP_Entity_CreateAirportTerry(FP_Game *game, Dqn_V2 po
|
||||
|
||||
entity->type = FP_EntityType_AirportTerry;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
|
||||
@ -684,11 +740,15 @@ static FP_GameEntityHandle FP_Entity_CreatePhoneMessageProjectile(FP_Game *game,
|
||||
va_end(args);
|
||||
|
||||
entity->type = FP_EntityType_PhoneMessageProjectile;
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
|
||||
entity->constant_acceleration_per_s = velocity;
|
||||
entity->local_pos = pos;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_TTL;
|
||||
|
||||
@ -699,10 +759,6 @@ static FP_GameEntityHandle FP_Entity_CreatePhoneMessageProjectile(FP_Game *game,
|
||||
entity->ttl_end_timestamp = game->clock_ms + 1000;
|
||||
entity->projectile_owner = owner;
|
||||
entity->faction = FP_GameEntityFaction_Friendly;
|
||||
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -715,18 +771,18 @@ static FP_GameEntityHandle FP_Entity_CreatePortalMonkey(FP_Game *game, Dqn_V2 po
|
||||
va_end(args);
|
||||
|
||||
entity->type = FP_EntityType_PortalMonkey;
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
|
||||
entity->local_pos = pos;
|
||||
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
|
||||
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, render_data.render_size.h * .1f);
|
||||
entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f));
|
||||
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -740,18 +796,16 @@ static FP_GameEntityHandle FP_Entity_CreateAirportTerryPlane(FP_Game *game, Dqn_
|
||||
|
||||
entity->type = FP_EntityType_AirportTerryPlane;
|
||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
|
||||
entity->sprite_height = render_data.height;
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height = render_data.height;
|
||||
entity->flags |= FP_GameEntityFlag_NoClip;
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
|
||||
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, render_data.render_size.h * .1f);
|
||||
entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f));
|
||||
entity->base_acceleration_per_s.meters = 32.f;
|
||||
|
||||
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
||||
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
@ -263,11 +263,17 @@ enum FP_GameAudio
|
||||
FP_GameAudio_Count,
|
||||
};
|
||||
|
||||
enum FP_GameActiveMenu
|
||||
enum FP_GameInGameMenu
|
||||
{
|
||||
FP_GameActiveMenu_Nil,
|
||||
FP_GameActiveMenu_Build,
|
||||
FP_GameActiveMenu_Merchant,
|
||||
FP_GameInGameMenu_Nil,
|
||||
FP_GameInGameMenu_Build,
|
||||
FP_GameInGameMenu_Merchant,
|
||||
};
|
||||
|
||||
enum FP_GameState
|
||||
{
|
||||
FP_GameState_IntroScreen,
|
||||
FP_GameState_Play,
|
||||
};
|
||||
|
||||
struct FP_Game
|
||||
@ -275,6 +281,7 @@ struct FP_Game
|
||||
Dqn_f32 delta_s_accumulator;
|
||||
uint16_t tile_size;
|
||||
TELY_ChunkPool *chunk_pool;
|
||||
TELY_AssetFontHandle inter_regular_font_large;
|
||||
TELY_AssetFontHandle inter_regular_font;
|
||||
TELY_AssetFontHandle inter_italic_font;
|
||||
TELY_AssetFontHandle jetbrains_mono_font;
|
||||
@ -319,7 +326,7 @@ struct FP_Game
|
||||
Dqn_PCG32 rng;
|
||||
|
||||
bool debug_ui;
|
||||
FP_GameActiveMenu active_menu;
|
||||
FP_GameInGameMenu in_game_menu;
|
||||
bool build_mode_can_place_building;
|
||||
Dqn_usize build_mode_building_index;
|
||||
|
||||
@ -330,6 +337,8 @@ struct FP_Game
|
||||
uint32_t enemies_per_wave;
|
||||
uint32_t enemies_spawned_this_wave;
|
||||
uint64_t wave_cooldown_timestamp_ms;
|
||||
|
||||
FP_GameState state;
|
||||
};
|
||||
|
||||
struct FP_GameAStarNode
|
||||
|
Loading…
Reference in New Issue
Block a user