Rebase changes
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Data/Audio/airport.ogg
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Data/Audio/airport.ogg
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Data/Audio/church.wav
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Data/Audio/church.wav
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Data/Audio/club_terry.ogg
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Data/Audio/club_terry.ogg
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Data/Audio/club_terry.wav
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Data/Audio/club_terry.wav
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Data/Audio/dog.ogg
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Data/Audio/dog.ogg
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Data/Audio/dog.wav
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Data/Audio/dog.wav
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Data/Audio/merchant_ghost.ogg
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Data/Audio/merchant_ghost.ogg
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Data/Audio/merchant_gym.ogg
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Data/Audio/merchant_gym.ogg
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Data/Audio/merchant_tech.ogg
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Data/Audio/merchant_tech.ogg
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Data/Audio/merchant_terry.ogg
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Data/Audio/merchant_terry.ogg
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@ -453,10 +453,12 @@ static void FP_PlayReset(FP_Game *game, TELY_Platform *platform)
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play->merchant_phone_company = FP_Entity_CreateMerchantPhoneCompany(game, base_top_right, "PhoneCompany");
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play->merchant_phone_company = FP_Entity_CreateMerchantPhoneCompany(game, base_top_right, "PhoneCompany");
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}
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}
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#if 0
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FP_Entity_CreateClubTerry(game, Dqn_V2_InitNx2(+500, -191), "Club Terry");
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FP_Entity_CreateClubTerry(game, Dqn_V2_InitNx2(+500, -191), "Club Terry");
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FP_Entity_CreateKennelTerry(game, Dqn_V2_InitNx2(-300, -191), "Kennel Terry");
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FP_Entity_CreateKennelTerry(game, Dqn_V2_InitNx2(-300, -191), "Kennel Terry");
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FP_Entity_CreateChurchTerry(game, Dqn_V2_InitNx2(-800, -191), "Church Terry");
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FP_Entity_CreateChurchTerry(game, Dqn_V2_InitNx2(-800, -191), "Church Terry");
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FP_Entity_CreateAirportTerry(game, Dqn_V2_InitNx2(-1200, -191), "Airport Terry");
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FP_Entity_CreateAirportTerry(game, Dqn_V2_InitNx2(-1200, -191), "Airport Terry");
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#endif
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play->tile_size = 37;
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play->tile_size = 37;
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Dqn_V2I max_tile = platform->core.window_size / play->tile_size;
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Dqn_V2I max_tile = platform->core.window_size / play->tile_size;
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@ -501,6 +503,13 @@ void TELY_DLL_Init(void *user_data)
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game->audio[FP_GameAudio_Woosh] = platform->func_load_audio(assets, DQN_STRING8("Woosh"), DQN_STRING8("Data/Audio/woosh.ogg"));
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game->audio[FP_GameAudio_Woosh] = platform->func_load_audio(assets, DQN_STRING8("Woosh"), DQN_STRING8("Data/Audio/woosh.ogg"));
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game->audio[FP_GameAudio_Ching] = platform->func_load_audio(assets, DQN_STRING8("Ching"), DQN_STRING8("Data/Audio/ching.ogg"));
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game->audio[FP_GameAudio_Ching] = platform->func_load_audio(assets, DQN_STRING8("Ching"), DQN_STRING8("Data/Audio/ching.ogg"));
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game->audio[FP_GameAudio_Church] = platform->func_load_audio(assets, DQN_STRING8("Church"), DQN_STRING8("Data/Audio/church.ogg"));
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game->audio[FP_GameAudio_Church] = platform->func_load_audio(assets, DQN_STRING8("Church"), DQN_STRING8("Data/Audio/church.ogg"));
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game->audio[FP_GameAudio_Plane] = platform->func_load_audio(assets, DQN_STRING8("Plane"), DQN_STRING8("Data/Audio/airport.ogg"));
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game->audio[FP_GameAudio_Club] = platform->func_load_audio(assets, DQN_STRING8("Club"), DQN_STRING8("Data/Audio/club_terry.ogg"));
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game->audio[FP_GameAudio_Dog] = platform->func_load_audio(assets, DQN_STRING8("Dog"), DQN_STRING8("Data/Audio/dog.ogg"));
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game->audio[FP_GameAudio_MerchantTerry] = platform->func_load_audio(assets, DQN_STRING8("Door"), DQN_STRING8("Data/Audio/merchant_terry.ogg"));
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game->audio[FP_GameAudio_MerchantGhost] = platform->func_load_audio(assets, DQN_STRING8("Ghost"), DQN_STRING8("Data/Audio/merchant_ghost.ogg"));
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game->audio[FP_GameAudio_MerchantGym] = platform->func_load_audio(assets, DQN_STRING8("Gym"), DQN_STRING8("Data/Audio/merchant_gym.ogg"));
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game->audio[FP_GameAudio_MerchantPhone] = platform->func_load_audio(assets, DQN_STRING8("Phone"), DQN_STRING8("Data/Audio/merchant_tech.ogg"));
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platform->user_data = game;
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platform->user_data = game;
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{
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{
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@ -1873,14 +1882,17 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
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TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
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if (placeable_building.type == FP_EntityType_ClubTerry) {
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if (placeable_building.type == FP_EntityType_ClubTerry) {
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FP_Entity_CreateClubTerry(game, placement_pos, "Club Terry");
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FP_Entity_CreateClubTerry(game, placement_pos, "Club Terry");
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Club], 1.f);
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} else if (placeable_building.type == FP_EntityType_ChurchTerry) {
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} else if (placeable_building.type == FP_EntityType_ChurchTerry) {
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FP_Entity_CreateChurchTerry(game, placement_pos, "Church Terry");
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FP_Entity_CreateChurchTerry(game, placement_pos, "Church Terry");
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Church], 1.f);
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Church], 1.f);
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} else if (placeable_building.type == FP_EntityType_AirportTerry) {
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} else if (placeable_building.type == FP_EntityType_AirportTerry) {
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FP_Entity_CreateAirportTerry(game, placement_pos, "Airport Terry");
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FP_Entity_CreateAirportTerry(game, placement_pos, "Airport Terry");
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Plane], 1.f);
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} else {
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} else {
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DQN_ASSERT(placeable_building.type == FP_EntityType_KennelTerry);
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DQN_ASSERT(placeable_building.type == FP_EntityType_KennelTerry);
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FP_Entity_CreateKennelTerry(game, placement_pos, "Kennel Terry");
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FP_Entity_CreateKennelTerry(game, placement_pos, "Kennel Terry");
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Dog], 1.f);
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}
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}
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(*inventory_count)--;
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(*inventory_count)--;
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@ -1943,12 +1955,10 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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entity->terry_mobile_data_plan_cap);
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entity->terry_mobile_data_plan_cap);
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// NOTE: Recover hp & stamina
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// NOTE: Recover hp & stamina
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entity->stamina = DQN_MIN(entity->stamina + 1, entity->stamina_cap);
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entity->stamina = DQN_MIN(entity->stamina + 0.25f, entity->stamina_cap);
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if (entity->flags & FP_GameEntityFlag_RecoversHP) {
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if (game->play.update_counter % 12 == 0) {
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if (game->play.update_counter % 12 == 0) {
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entity->hp = DQN_MIN(entity->hp + 0.75f, entity->hp_cap);
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entity->hp = DQN_MIN(entity->hp + 1, entity->hp_cap);
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}
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}
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}
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// NOTE: Derive dynmamic bounding boxes ====================================================
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// NOTE: Derive dynmamic bounding boxes ====================================================
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@ -2470,6 +2480,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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FP_GameEntity *player = FP_Game_GetEntity(game, game->play.player);
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FP_GameEntity *player = FP_Game_GetEntity(game, game->play.player);
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Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, game->play.player);
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Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, game->play.player);
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{
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{
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static bool sound_played_flags[4] = {false, false, false, false};
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FP_GameInventory *invent = &player->inventory;
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FP_GameInventory *invent = &player->inventory;
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struct FP_MerchantToMenuMapping {
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struct FP_MerchantToMenuMapping {
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FP_GameEntityHandle merchant;
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FP_GameEntityHandle merchant;
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@ -2479,11 +2490,13 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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uint8_t *inventory_count;
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uint8_t *inventory_count;
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uint32_t *building_base_price;
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uint32_t *building_base_price;
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uint32_t *upgrade_base_price;
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uint32_t *upgrade_base_price;
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FP_GameAudio audio_type;
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bool *sound_played;
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} merchants[] = {
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} merchants[] = {
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{game->play.merchant_terry, g_anim_names.merchant_terry_menu, g_anim_names.club_terry_dark, Dqn_V2_InitNx2(0.015f, +0.04f), &invent->clubs, &invent->clubs_base_price, &invent->health_base_price},
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{game->play.merchant_terry, g_anim_names.merchant_terry_menu, g_anim_names.club_terry_dark, Dqn_V2_InitNx2(0.015f, +0.04f), &invent->clubs, &invent->clubs_base_price, &invent->health_base_price, FP_GameAudio_MerchantTerry, &sound_played_flags[0]},
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{game->play.merchant_graveyard, g_anim_names.merchant_graveyard_menu, g_anim_names.church_terry_dark, Dqn_V2_InitNx2(0.04f, -0.15f), &invent->churchs, &invent->churchs_base_price, &invent->stamina_base_price},
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{game->play.merchant_graveyard, g_anim_names.merchant_graveyard_menu, g_anim_names.church_terry_dark, Dqn_V2_InitNx2(0.04f, -0.15f), &invent->churchs, &invent->churchs_base_price, &invent->stamina_base_price, FP_GameAudio_MerchantGhost, &sound_played_flags[1]},
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{game->play.merchant_gym, g_anim_names.merchant_gym_menu, g_anim_names.kennel_terry, Dqn_V2_InitNx2(0, +0), &invent->kennels, &invent->kennels_base_price, &invent->attack_base_price},
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{game->play.merchant_gym, g_anim_names.merchant_gym_menu, g_anim_names.kennel_terry, Dqn_V2_InitNx2(0, +0), &invent->kennels, &invent->kennels_base_price, &invent->attack_base_price, FP_GameAudio_MerchantGym, &sound_played_flags[2]},
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{game->play.merchant_phone_company, g_anim_names.merchant_phone_company_menu, g_anim_names.airport_terry, Dqn_V2_InitNx2(0, -0.1f), &invent->airports, &invent->airports_base_price, &invent->mobile_plan_base_price},
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{game->play.merchant_phone_company, g_anim_names.merchant_phone_company_menu, g_anim_names.airport_terry, Dqn_V2_InitNx2(0, -0.1f), &invent->airports, &invent->airports_base_price, &invent->mobile_plan_base_price, FP_GameAudio_MerchantPhone, &sound_played_flags[3]},
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};
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};
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bool activated_merchant = false;
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bool activated_merchant = false;
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@ -2492,8 +2505,10 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, merchant_handle);
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Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, merchant_handle);
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Dqn_f32 dist_squared = Dqn_V2_LengthSq_V2x2(world_pos, player_pos);
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Dqn_f32 dist_squared = Dqn_V2_LengthSq_V2x2(world_pos, player_pos);
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if (dist_squared > DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 4)))
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if (dist_squared > DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 4))) {
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*mapping.sound_played = false;
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continue;
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continue;
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}
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// NOTE: Render animated merchant menu =============================
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// NOTE: Render animated merchant menu =============================
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activated_merchant = true;
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activated_merchant = true;
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@ -2524,6 +2539,11 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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Dqn_V2_Zero /*rotate origin*/,
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Dqn_V2_Zero /*rotate origin*/,
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0.f /*rotation*/,
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0.f /*rotation*/,
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TELY_COLOUR_WHITE_V4);
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TELY_COLOUR_WHITE_V4);
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if (activated_merchant && !*mapping.sound_played) {
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TELY_Audio_Play(audio, game->audio[mapping.audio_type], 1.f);
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*mapping.sound_played = true;
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}
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}
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}
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TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4);
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TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4);
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@ -265,6 +265,13 @@ enum FP_GameAudio
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FP_GameAudio_Woosh,
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FP_GameAudio_Woosh,
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FP_GameAudio_Ching,
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FP_GameAudio_Ching,
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FP_GameAudio_Church,
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FP_GameAudio_Church,
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FP_GameAudio_Plane,
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FP_GameAudio_Club,
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FP_GameAudio_Dog,
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FP_GameAudio_MerchantTerry,
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FP_GameAudio_MerchantGhost,
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FP_GameAudio_MerchantGym,
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FP_GameAudio_MerchantPhone,
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FP_GameAudio_Count,
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FP_GameAudio_Count,
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};
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};
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