fp: Add billboards, fix terry attack scale, optimise atlas size and packaged audio

This commit is contained in:
doyle 2023-10-17 00:35:41 +11:00
parent 2d509d15d3
commit ba9014756b
41 changed files with 1071 additions and 115 deletions

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/*
Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org
SPDX-License-Identifier: MIT
QOI - The "Quite OK Image" format for fast, lossless image compression
-- About
QOI encodes and decodes images in a lossless format. Compared to stb_image and
stb_image_write QOI offers 20x-50x faster encoding, 3x-4x faster decoding and
20% better compression.
-- Synopsis
// Define `QOI_IMPLEMENTATION` in *one* C/C++ file before including this
// library to create the implementation.
#define QOI_IMPLEMENTATION
#include "qoi.h"
// Encode and store an RGBA buffer to the file system. The qoi_desc describes
// the input pixel data.
qoi_write("image_new.qoi", rgba_pixels, &(qoi_desc){
.width = 1920,
.height = 1080,
.channels = 4,
.colorspace = QOI_SRGB
});
// Load and decode a QOI image from the file system into a 32bbp RGBA buffer.
// The qoi_desc struct will be filled with the width, height, number of channels
// and colorspace read from the file header.
qoi_desc desc;
void *rgba_pixels = qoi_read("image.qoi", &desc, 4);
-- Documentation
This library provides the following functions;
- qoi_read -- read and decode a QOI file
- qoi_decode -- decode the raw bytes of a QOI image from memory
- qoi_write -- encode and write a QOI file
- qoi_encode -- encode an rgba buffer into a QOI image in memory
See the function declaration below for the signature and more information.
If you don't want/need the qoi_read and qoi_write functions, you can define
QOI_NO_STDIO before including this library.
This library uses malloc() and free(). To supply your own malloc implementation
you can define QOI_MALLOC and QOI_FREE before including this library.
This library uses memset() to zero-initialize the index. To supply your own
implementation you can define QOI_ZEROARR before including this library.
-- Data Format
A QOI file has a 14 byte header, followed by any number of data "chunks" and an
8-byte end marker.
struct qoi_header_t {
char magic[4]; // magic bytes "qoif"
uint32_t width; // image width in pixels (BE)
uint32_t height; // image height in pixels (BE)
uint8_t channels; // 3 = RGB, 4 = RGBA
uint8_t colorspace; // 0 = sRGB with linear alpha, 1 = all channels linear
};
Images are encoded row by row, left to right, top to bottom. The decoder and
encoder start with {r: 0, g: 0, b: 0, a: 255} as the previous pixel value. An
image is complete when all pixels specified by width * height have been covered.
Pixels are encoded as
- a run of the previous pixel
- an index into an array of previously seen pixels
- a difference to the previous pixel value in r,g,b
- full r,g,b or r,g,b,a values
The color channels are assumed to not be premultiplied with the alpha channel
("un-premultiplied alpha").
A running array[64] (zero-initialized) of previously seen pixel values is
maintained by the encoder and decoder. Each pixel that is seen by the encoder
and decoder is put into this array at the position formed by a hash function of
the color value. In the encoder, if the pixel value at the index matches the
current pixel, this index position is written to the stream as QOI_OP_INDEX.
The hash function for the index is:
index_position = (r * 3 + g * 5 + b * 7 + a * 11) % 64
Each chunk starts with a 2- or 8-bit tag, followed by a number of data bits. The
bit length of chunks is divisible by 8 - i.e. all chunks are byte aligned. All
values encoded in these data bits have the most significant bit on the left.
The 8-bit tags have precedence over the 2-bit tags. A decoder must check for the
presence of an 8-bit tag first.
The byte stream's end is marked with 7 0x00 bytes followed a single 0x01 byte.
The possible chunks are:
.- QOI_OP_INDEX ----------.
| Byte[0] |
| 7 6 5 4 3 2 1 0 |
|-------+-----------------|
| 0 0 | index |
`-------------------------`
2-bit tag b00
6-bit index into the color index array: 0..63
A valid encoder must not issue 2 or more consecutive QOI_OP_INDEX chunks to the
same index. QOI_OP_RUN should be used instead.
.- QOI_OP_DIFF -----------.
| Byte[0] |
| 7 6 5 4 3 2 1 0 |
|-------+-----+-----+-----|
| 0 1 | dr | dg | db |
`-------------------------`
2-bit tag b01
2-bit red channel difference from the previous pixel between -2..1
2-bit green channel difference from the previous pixel between -2..1
2-bit blue channel difference from the previous pixel between -2..1
The difference to the current channel values are using a wraparound operation,
so "1 - 2" will result in 255, while "255 + 1" will result in 0.
Values are stored as unsigned integers with a bias of 2. E.g. -2 is stored as
0 (b00). 1 is stored as 3 (b11).
The alpha value remains unchanged from the previous pixel.
.- QOI_OP_LUMA -------------------------------------.
| Byte[0] | Byte[1] |
| 7 6 5 4 3 2 1 0 | 7 6 5 4 3 2 1 0 |
|-------+-----------------+-------------+-----------|
| 1 0 | green diff | dr - dg | db - dg |
`---------------------------------------------------`
2-bit tag b10
6-bit green channel difference from the previous pixel -32..31
4-bit red channel difference minus green channel difference -8..7
4-bit blue channel difference minus green channel difference -8..7
The green channel is used to indicate the general direction of change and is
encoded in 6 bits. The red and blue channels (dr and db) base their diffs off
of the green channel difference and are encoded in 4 bits. I.e.:
dr_dg = (cur_px.r - prev_px.r) - (cur_px.g - prev_px.g)
db_dg = (cur_px.b - prev_px.b) - (cur_px.g - prev_px.g)
The difference to the current channel values are using a wraparound operation,
so "10 - 13" will result in 253, while "250 + 7" will result in 1.
Values are stored as unsigned integers with a bias of 32 for the green channel
and a bias of 8 for the red and blue channel.
The alpha value remains unchanged from the previous pixel.
.- QOI_OP_RUN ------------.
| Byte[0] |
| 7 6 5 4 3 2 1 0 |
|-------+-----------------|
| 1 1 | run |
`-------------------------`
2-bit tag b11
6-bit run-length repeating the previous pixel: 1..62
The run-length is stored with a bias of -1. Note that the run-lengths 63 and 64
(b111110 and b111111) are illegal as they are occupied by the QOI_OP_RGB and
QOI_OP_RGBA tags.
.- QOI_OP_RGB ------------------------------------------.
| Byte[0] | Byte[1] | Byte[2] | Byte[3] |
| 7 6 5 4 3 2 1 0 | 7 .. 0 | 7 .. 0 | 7 .. 0 |
|-------------------------+---------+---------+---------|
| 1 1 1 1 1 1 1 0 | red | green | blue |
`-------------------------------------------------------`
8-bit tag b11111110
8-bit red channel value
8-bit green channel value
8-bit blue channel value
The alpha value remains unchanged from the previous pixel.
.- QOI_OP_RGBA ---------------------------------------------------.
| Byte[0] | Byte[1] | Byte[2] | Byte[3] | Byte[4] |
| 7 6 5 4 3 2 1 0 | 7 .. 0 | 7 .. 0 | 7 .. 0 | 7 .. 0 |
|-------------------------+---------+---------+---------+---------|
| 1 1 1 1 1 1 1 1 | red | green | blue | alpha |
`-----------------------------------------------------------------`
8-bit tag b11111111
8-bit red channel value
8-bit green channel value
8-bit blue channel value
8-bit alpha channel value
*/
/* -----------------------------------------------------------------------------
Header - Public functions */
#ifndef QOI_H
#define QOI_H
#ifdef __cplusplus
extern "C" {
#endif
/* A pointer to a qoi_desc struct has to be supplied to all of qoi's functions.
It describes either the input format (for qoi_write and qoi_encode), or is
filled with the description read from the file header (for qoi_read and
qoi_decode).
The colorspace in this qoi_desc is an enum where
0 = sRGB, i.e. gamma scaled RGB channels and a linear alpha channel
1 = all channels are linear
You may use the constants QOI_SRGB or QOI_LINEAR. The colorspace is purely
informative. It will be saved to the file header, but does not affect
how chunks are en-/decoded. */
#define QOI_SRGB 0
#define QOI_LINEAR 1
typedef struct {
unsigned int width;
unsigned int height;
unsigned char channels;
unsigned char colorspace;
} qoi_desc;
#ifndef QOI_NO_STDIO
/* Encode raw RGB or RGBA pixels into a QOI image and write it to the file
system. The qoi_desc struct must be filled with the image width, height,
number of channels (3 = RGB, 4 = RGBA) and the colorspace.
The function returns 0 on failure (invalid parameters, or fopen or malloc
failed) or the number of bytes written on success. */
int qoi_write(const char *filename, const void *data, const qoi_desc *desc);
/* Read and decode a QOI image from the file system. If channels is 0, the
number of channels from the file header is used. If channels is 3 or 4 the
output format will be forced into this number of channels.
The function either returns NULL on failure (invalid data, or malloc or fopen
failed) or a pointer to the decoded pixels. On success, the qoi_desc struct
will be filled with the description from the file header.
The returned pixel data should be free()d after use. */
void *qoi_read(const char *filename, qoi_desc *desc, int channels);
#endif /* QOI_NO_STDIO */
/* Encode raw RGB or RGBA pixels into a QOI image in memory.
The function either returns NULL on failure (invalid parameters or malloc
failed) or a pointer to the encoded data on success. On success the out_len
is set to the size in bytes of the encoded data.
The returned qoi data should be free()d after use. */
void *qoi_encode(const void *data, const qoi_desc *desc, int *out_len);
/* Decode a QOI image from memory.
The function either returns NULL on failure (invalid parameters or malloc
failed) or a pointer to the decoded pixels. On success, the qoi_desc struct
is filled with the description from the file header.
The returned pixel data should be free()d after use. */
void *qoi_decode(const void *data, int size, qoi_desc *desc, int channels);
#ifdef __cplusplus
}
#endif
#endif /* QOI_H */
/* -----------------------------------------------------------------------------
Implementation */
#ifdef QOI_IMPLEMENTATION
#include <stdlib.h>
#include <string.h>
#ifndef QOI_MALLOC
#define QOI_MALLOC(sz) malloc(sz)
#define QOI_FREE(p) free(p)
#endif
#ifndef QOI_ZEROARR
#define QOI_ZEROARR(a) memset((a),0,sizeof(a))
#endif
#define QOI_OP_INDEX 0x00 /* 00xxxxxx */
#define QOI_OP_DIFF 0x40 /* 01xxxxxx */
#define QOI_OP_LUMA 0x80 /* 10xxxxxx */
#define QOI_OP_RUN 0xc0 /* 11xxxxxx */
#define QOI_OP_RGB 0xfe /* 11111110 */
#define QOI_OP_RGBA 0xff /* 11111111 */
#define QOI_MASK_2 0xc0 /* 11000000 */
#define QOI_COLOR_HASH(C) (C.rgba.r*3 + C.rgba.g*5 + C.rgba.b*7 + C.rgba.a*11)
#define QOI_MAGIC \
(((unsigned int)'q') << 24 | ((unsigned int)'o') << 16 | \
((unsigned int)'i') << 8 | ((unsigned int)'f'))
#define QOI_HEADER_SIZE 14
/* 2GB is the max file size that this implementation can safely handle. We guard
against anything larger than that, assuming the worst case with 5 bytes per
pixel, rounded down to a nice clean value. 400 million pixels ought to be
enough for anybody. */
#define QOI_PIXELS_MAX ((unsigned int)400000000)
typedef union {
struct { unsigned char r, g, b, a; } rgba;
unsigned int v;
} qoi_rgba_t;
static const unsigned char qoi_padding[8] = {0,0,0,0,0,0,0,1};
static void qoi_write_32(unsigned char *bytes, int *p, unsigned int v) {
bytes[(*p)++] = (0xff000000 & v) >> 24;
bytes[(*p)++] = (0x00ff0000 & v) >> 16;
bytes[(*p)++] = (0x0000ff00 & v) >> 8;
bytes[(*p)++] = (0x000000ff & v);
}
static unsigned int qoi_read_32(const unsigned char *bytes, int *p) {
unsigned int a = bytes[(*p)++];
unsigned int b = bytes[(*p)++];
unsigned int c = bytes[(*p)++];
unsigned int d = bytes[(*p)++];
return a << 24 | b << 16 | c << 8 | d;
}
void *qoi_encode(const void *data, const qoi_desc *desc, int *out_len) {
int i, max_size, p, run;
int px_len, px_end, px_pos, channels;
unsigned char *bytes;
const unsigned char *pixels;
qoi_rgba_t index[64];
qoi_rgba_t px, px_prev;
if (
data == NULL || out_len == NULL || desc == NULL ||
desc->width == 0 || desc->height == 0 ||
desc->channels < 3 || desc->channels > 4 ||
desc->colorspace > 1 ||
desc->height >= QOI_PIXELS_MAX / desc->width
) {
return NULL;
}
max_size =
desc->width * desc->height * (desc->channels + 1) +
QOI_HEADER_SIZE + sizeof(qoi_padding);
p = 0;
bytes = (unsigned char *) QOI_MALLOC(max_size);
if (!bytes) {
return NULL;
}
qoi_write_32(bytes, &p, QOI_MAGIC);
qoi_write_32(bytes, &p, desc->width);
qoi_write_32(bytes, &p, desc->height);
bytes[p++] = desc->channels;
bytes[p++] = desc->colorspace;
pixels = (const unsigned char *)data;
QOI_ZEROARR(index);
run = 0;
px_prev.rgba.r = 0;
px_prev.rgba.g = 0;
px_prev.rgba.b = 0;
px_prev.rgba.a = 255;
px = px_prev;
px_len = desc->width * desc->height * desc->channels;
px_end = px_len - desc->channels;
channels = desc->channels;
for (px_pos = 0; px_pos < px_len; px_pos += channels) {
px.rgba.r = pixels[px_pos + 0];
px.rgba.g = pixels[px_pos + 1];
px.rgba.b = pixels[px_pos + 2];
if (channels == 4) {
px.rgba.a = pixels[px_pos + 3];
}
if (px.v == px_prev.v) {
run++;
if (run == 62 || px_pos == px_end) {
bytes[p++] = QOI_OP_RUN | (run - 1);
run = 0;
}
}
else {
int index_pos;
if (run > 0) {
bytes[p++] = QOI_OP_RUN | (run - 1);
run = 0;
}
index_pos = QOI_COLOR_HASH(px) % 64;
if (index[index_pos].v == px.v) {
bytes[p++] = QOI_OP_INDEX | index_pos;
}
else {
index[index_pos] = px;
if (px.rgba.a == px_prev.rgba.a) {
signed char vr = px.rgba.r - px_prev.rgba.r;
signed char vg = px.rgba.g - px_prev.rgba.g;
signed char vb = px.rgba.b - px_prev.rgba.b;
signed char vg_r = vr - vg;
signed char vg_b = vb - vg;
if (
vr > -3 && vr < 2 &&
vg > -3 && vg < 2 &&
vb > -3 && vb < 2
) {
bytes[p++] = QOI_OP_DIFF | (vr + 2) << 4 | (vg + 2) << 2 | (vb + 2);
}
else if (
vg_r > -9 && vg_r < 8 &&
vg > -33 && vg < 32 &&
vg_b > -9 && vg_b < 8
) {
bytes[p++] = QOI_OP_LUMA | (vg + 32);
bytes[p++] = (vg_r + 8) << 4 | (vg_b + 8);
}
else {
bytes[p++] = QOI_OP_RGB;
bytes[p++] = px.rgba.r;
bytes[p++] = px.rgba.g;
bytes[p++] = px.rgba.b;
}
}
else {
bytes[p++] = QOI_OP_RGBA;
bytes[p++] = px.rgba.r;
bytes[p++] = px.rgba.g;
bytes[p++] = px.rgba.b;
bytes[p++] = px.rgba.a;
}
}
}
px_prev = px;
}
for (i = 0; i < (int)sizeof(qoi_padding); i++) {
bytes[p++] = qoi_padding[i];
}
*out_len = p;
return bytes;
}
void *qoi_decode(const void *data, int size, qoi_desc *desc, int channels) {
const unsigned char *bytes;
unsigned int header_magic;
unsigned char *pixels;
qoi_rgba_t index[64];
qoi_rgba_t px;
int px_len, chunks_len, px_pos;
int p = 0, run = 0;
if (
data == NULL || desc == NULL ||
(channels != 0 && channels != 3 && channels != 4) ||
size < QOI_HEADER_SIZE + (int)sizeof(qoi_padding)
) {
return NULL;
}
bytes = (const unsigned char *)data;
header_magic = qoi_read_32(bytes, &p);
desc->width = qoi_read_32(bytes, &p);
desc->height = qoi_read_32(bytes, &p);
desc->channels = bytes[p++];
desc->colorspace = bytes[p++];
if (
desc->width == 0 || desc->height == 0 ||
desc->channels < 3 || desc->channels > 4 ||
desc->colorspace > 1 ||
header_magic != QOI_MAGIC ||
desc->height >= QOI_PIXELS_MAX / desc->width
) {
return NULL;
}
if (channels == 0) {
channels = desc->channels;
}
px_len = desc->width * desc->height * channels;
pixels = (unsigned char *) QOI_MALLOC(px_len);
if (!pixels) {
return NULL;
}
QOI_ZEROARR(index);
px.rgba.r = 0;
px.rgba.g = 0;
px.rgba.b = 0;
px.rgba.a = 255;
chunks_len = size - (int)sizeof(qoi_padding);
for (px_pos = 0; px_pos < px_len; px_pos += channels) {
if (run > 0) {
run--;
}
else if (p < chunks_len) {
int b1 = bytes[p++];
if (b1 == QOI_OP_RGB) {
px.rgba.r = bytes[p++];
px.rgba.g = bytes[p++];
px.rgba.b = bytes[p++];
}
else if (b1 == QOI_OP_RGBA) {
px.rgba.r = bytes[p++];
px.rgba.g = bytes[p++];
px.rgba.b = bytes[p++];
px.rgba.a = bytes[p++];
}
else if ((b1 & QOI_MASK_2) == QOI_OP_INDEX) {
px = index[b1];
}
else if ((b1 & QOI_MASK_2) == QOI_OP_DIFF) {
px.rgba.r += ((b1 >> 4) & 0x03) - 2;
px.rgba.g += ((b1 >> 2) & 0x03) - 2;
px.rgba.b += ( b1 & 0x03) - 2;
}
else if ((b1 & QOI_MASK_2) == QOI_OP_LUMA) {
int b2 = bytes[p++];
int vg = (b1 & 0x3f) - 32;
px.rgba.r += vg - 8 + ((b2 >> 4) & 0x0f);
px.rgba.g += vg;
px.rgba.b += vg - 8 + (b2 & 0x0f);
}
else if ((b1 & QOI_MASK_2) == QOI_OP_RUN) {
run = (b1 & 0x3f);
}
index[QOI_COLOR_HASH(px) % 64] = px;
}
pixels[px_pos + 0] = px.rgba.r;
pixels[px_pos + 1] = px.rgba.g;
pixels[px_pos + 2] = px.rgba.b;
if (channels == 4) {
pixels[px_pos + 3] = px.rgba.a;
}
}
return pixels;
}
#ifndef QOI_NO_STDIO
#include <stdio.h>
int qoi_write(const char *filename, const void *data, const qoi_desc *desc) {
FILE *f = fopen(filename, "wb");
int size, err;
void *encoded;
if (!f) {
return 0;
}
encoded = qoi_encode(data, desc, &size);
if (!encoded) {
fclose(f);
return 0;
}
fwrite(encoded, 1, size, f);
fflush(f);
err = ferror(f);
fclose(f);
QOI_FREE(encoded);
return err ? 0 : size;
}
void *qoi_read(const char *filename, qoi_desc *desc, int channels) {
FILE *f = fopen(filename, "rb");
int size, bytes_read;
void *pixels, *data;
if (!f) {
return NULL;
}
fseek(f, 0, SEEK_END);
size = ftell(f);
if (size <= 0 || fseek(f, 0, SEEK_SET) != 0) {
fclose(f);
return NULL;
}
data = QOI_MALLOC(size);
if (!data) {
fclose(f);
return NULL;
}
bytes_read = fread(data, 1, size, f);
fclose(f);
pixels = (bytes_read != size) ? NULL : qoi_decode(data, bytes_read, desc, channels);
QOI_FREE(data);
return pixels;
}
#endif /* QOI_NO_STDIO */
#endif /* QOI_IMPLEMENTATION */

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/*
Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org
SPDX-License-Identifier: MIT
Command line tool to convert between png <> qoi format
Requires:
-"stb_image.h" (https://github.com/nothings/stb/blob/master/stb_image.h)
-"stb_image_write.h" (https://github.com/nothings/stb/blob/master/stb_image_write.h)
-"qoi.h" (https://github.com/phoboslab/qoi/blob/master/qoi.h)
Compile with:
gcc qoiconv.c -std=c99 -O3 -o qoiconv
*/
#define STB_IMAGE_IMPLEMENTATION
#define STBI_ONLY_PNG
#define STBI_NO_LINEAR
#include "stb_image.h"
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
#define QOI_IMPLEMENTATION
#include "qoi.h"
#define STR_ENDS_WITH(S, E) (strcmp(S + strlen(S) - (sizeof(E)-1), E) == 0)
int main(int argc, char **argv) {
if (argc < 3) {
puts("Usage: qoiconv <infile> <outfile>");
puts("Examples:");
puts(" qoiconv input.png output.qoi");
puts(" qoiconv input.qoi output.png");
exit(1);
}
void *pixels = NULL;
int w, h, channels;
if (STR_ENDS_WITH(argv[1], ".png")) {
if(!stbi_info(argv[1], &w, &h, &channels)) {
printf("Couldn't read header %s\n", argv[1]);
exit(1);
}
// Force all odd encodings to be RGBA
if(channels != 3) {
channels = 4;
}
pixels = (void *)stbi_load(argv[1], &w, &h, NULL, channels);
}
else if (STR_ENDS_WITH(argv[1], ".qoi")) {
qoi_desc desc;
pixels = qoi_read(argv[1], &desc, 0);
channels = desc.channels;
w = desc.width;
h = desc.height;
}
if (pixels == NULL) {
printf("Couldn't load/decode %s\n", argv[1]);
exit(1);
}
int encoded = 0;
if (STR_ENDS_WITH(argv[2], ".png")) {
encoded = stbi_write_png(argv[2], w, h, channels, pixels, 0);
}
else if (STR_ENDS_WITH(argv[2], ".qoi")) {
encoded = qoi_write(argv[2], pixels, &(qoi_desc){
.width = w,
.height = h,
.channels = channels,
.colorspace = QOI_SRGB
});
}
if (!encoded) {
printf("Couldn't write/encode %s\n", argv[2]);
exit(1);
}
free(pixels);
return 0;
}

2
External/tely vendored

@ -1 +1 @@
Subproject commit db33db4944dd98e91e40f9a62d6607169a43fbbd
Subproject commit 135fd1783947016e783c141102ff6cf635f45c9f

View File

@ -10,4 +10,4 @@ if not exist "%sprite_packer%" (
exit /B 1
)
%sprite_packer% 6144x6144 %script_dir%\Data\Textures\sprite_spec.txt %script_dir%\Data\Textures\atlas || exit /b 1
%sprite_packer% 5100x5100 %script_dir%\Data\Textures\sprite_spec.txt %script_dir%\Data\Textures\atlas || exit /b 1

View File

@ -220,6 +220,7 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
case FP_EntityType_AirportTerryPlane:
case FP_EntityType_MobSpawner:
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_Billboard: break;
}
if (!entity_collides_with_collider)
@ -325,7 +326,6 @@ static void FP_PlayReset(FP_Game *game, TELY_Platform *platform)
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
entity->local_hit_box_size = sprite_rect_scaled;
FP_Entity_AddDebugEditorFlags(game, entity->handle);
FP_Game_EntityActionReset(game, entity->handle, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, render_data.sprite);
play->map = entity;
}
@ -472,6 +472,13 @@ static void FP_PlayReset(FP_Game *game, TELY_Platform *platform)
game->play.heart = FP_Entity_CreateHeart(game, base_mid_p, "Heart");
play->tile_size = 37;
// NOTE: Create billboads ======================================================================
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(1311, -951), FP_EntityBillboardState_Dash, "Dash Billboard");
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(1954, 855), FP_EntityBillboardState_Attack, "Attack Billboard");
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(2047, -984), FP_EntityBillboardState_RangeAttack, "Range Attack Billboard");
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(2036, -700), FP_EntityBillboardState_Monkey, "Monkey Billboard");
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(2098, 1171), FP_EntityBillboardState_Strafe, "Strafe Billboard");
// NOTE: Camera ================================================================================
play->camera.world_pos = base_mid_p - Dqn_V2_InitV2I(platform->core.window_size * .5f);
play->camera.scale = Dqn_V2_InitNx1(1);
@ -511,26 +518,38 @@ void TELY_DLL_Init(void *user_data)
game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/Fonts/JetBrainsMonoNL-Regular.ttf"), font_size);
game->talkco_font = platform->func_load_font(assets, DQN_STRING8("Talkco"), DQN_STRING8("Data/Fonts/Talkco.otf"), font_size);
game->talkco_font_large = platform->func_load_font(assets, DQN_STRING8("Talkco"), DQN_STRING8("Data/Fonts/Talkco.otf"), DQN_CAST(uint16_t)(font_size * 1.5f));
game->talkco_font_xlarge = platform->func_load_font(assets, DQN_STRING8("Talkco"), DQN_STRING8("Data/Fonts/Talkco.otf"), DQN_CAST(uint16_t)(font_size * 2.f));
game->audio[FP_GameAudio_TerryHit] = platform->func_load_audio(assets, DQN_STRING8("Terry Hit"), DQN_STRING8("Data/Audio/terry_hit.ogg"));
game->audio[FP_GameAudio_Smooch] = platform->func_load_audio(assets, DQN_STRING8("Smooch"), DQN_STRING8("Data/Audio/smooch.mp3"));
game->audio[FP_GameAudio_Woosh] = platform->func_load_audio(assets, DQN_STRING8("Woosh"), DQN_STRING8("Data/Audio/woosh.ogg"));
game->audio[FP_GameAudio_Ching] = platform->func_load_audio(assets, DQN_STRING8("Ching"), DQN_STRING8("Data/Audio/ching.ogg"));
game->audio[FP_GameAudio_Church] = platform->func_load_audio(assets, DQN_STRING8("Church"), DQN_STRING8("Data/Audio/church.ogg"));
game->audio[FP_GameAudio_Plane] = platform->func_load_audio(assets, DQN_STRING8("Plane"), DQN_STRING8("Data/Audio/airport.ogg"));
game->audio[FP_GameAudio_Club] = platform->func_load_audio(assets, DQN_STRING8("Club"), DQN_STRING8("Data/Audio/club_terry.ogg"));
game->audio[FP_GameAudio_Dog] = platform->func_load_audio(assets, DQN_STRING8("Dog"), DQN_STRING8("Data/Audio/dog.ogg"));
game->audio[FP_GameAudio_MerchantTerry] = platform->func_load_audio(assets, DQN_STRING8("Door"), DQN_STRING8("Data/Audio/merchant_terry.ogg"));
game->audio[FP_GameAudio_MerchantGhost] = platform->func_load_audio(assets, DQN_STRING8("Ghost"), DQN_STRING8("Data/Audio/merchant_ghost.ogg"));
game->audio[FP_GameAudio_MerchantGym] = platform->func_load_audio(assets, DQN_STRING8("Gym"), DQN_STRING8("Data/Audio/merchant_gym.ogg"));
game->audio[FP_GameAudio_MerchantPhone] = platform->func_load_audio(assets, DQN_STRING8("Phone"), DQN_STRING8("Data/Audio/merchant_tech.ogg"));
game->audio[FP_GameAudio_Message] = platform->func_load_audio(assets, DQN_STRING8("Message"), DQN_STRING8("Data/Audio/message.ogg"));
game->audio[FP_GameAudio_Monkey] = platform->func_load_audio(assets, DQN_STRING8("Monkey"), DQN_STRING8("Data/Audio/monkey.ogg"));
game->audio[FP_GameAudio_PortalDestroy] = platform->func_load_audio(assets, DQN_STRING8("Portal Destroy"), DQN_STRING8("Data/Audio/portal_destroy.ogg"));
game->audio[FP_GameAudio_Ching] = platform->func_load_audio(assets, DQN_STRING8("Ching"), DQN_STRING8("Data/Audio/ching.ogg"));
game->audio[FP_GameAudio_Church] = platform->func_load_audio(assets, DQN_STRING8("Church"), DQN_STRING8("Data/Audio/church.ogg"));
game->audio[FP_GameAudio_Club] = platform->func_load_audio(assets, DQN_STRING8("Club"), DQN_STRING8("Data/Audio/club_terry.ogg"));
game->audio[FP_GameAudio_Dog] = platform->func_load_audio(assets, DQN_STRING8("Dog"), DQN_STRING8("Data/Audio/dog.ogg"));
game->audio[FP_GameAudio_MerchantGhost] = platform->func_load_audio(assets, DQN_STRING8("Ghost"), DQN_STRING8("Data/Audio/merchant_ghost.ogg"));
game->audio[FP_GameAudio_MerchantGym] = platform->func_load_audio(assets, DQN_STRING8("Gym"), DQN_STRING8("Data/Audio/merchant_gym.ogg"));
game->audio[FP_GameAudio_MerchantPhone] = platform->func_load_audio(assets, DQN_STRING8("Phone"), DQN_STRING8("Data/Audio/merchant_tech.ogg"));
game->audio[FP_GameAudio_MerchantTerry] = platform->func_load_audio(assets, DQN_STRING8("Door"), DQN_STRING8("Data/Audio/merchant_terry.ogg"));
game->audio[FP_GameAudio_Message] = platform->func_load_audio(assets, DQN_STRING8("Message"), DQN_STRING8("Data/Audio/message.ogg"));
game->audio[FP_GameAudio_Monkey] = platform->func_load_audio(assets, DQN_STRING8("Monkey"), DQN_STRING8("Data/Audio/monkey.ogg"));
game->audio[FP_GameAudio_Plane] = platform->func_load_audio(assets, DQN_STRING8("Plane"), DQN_STRING8("Data/Audio/airport.ogg"));
game->audio[FP_GameAudio_PortalDestroy] = platform->func_load_audio(assets, DQN_STRING8("Portal Destroy"), DQN_STRING8("Data/Audio/portal_destroy.ogg"));
game->audio[FP_GameAudio_Smooch] = platform->func_load_audio(assets, DQN_STRING8("Smooch"), DQN_STRING8("Data/Audio/smooch.ogg"));
game->audio[FP_GameAudio_Woosh] = platform->func_load_audio(assets, DQN_STRING8("Woosh"), DQN_STRING8("Data/Audio/woosh.ogg"));
// NOTE: Load sprite sheets ====================================================================
platform->user_data = game;
game->atlas_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("atlas"));
FP_PlayReset(game, platform);
FP_GameControls *controls = &game->controls;
controls->up.scan_code = TELY_PlatformInputScanCode_W;
controls->down.scan_code = TELY_PlatformInputScanCode_S;
controls->left.scan_code = TELY_PlatformInputScanCode_A;
controls->right.scan_code = TELY_PlatformInputScanCode_D;
controls->attack.scan_code = TELY_PlatformInputScanCode_J;
controls->range_attack.scan_code = TELY_PlatformInputScanCode_K;
controls->build_mode.scan_code = TELY_PlatformInputScanCode_H;
controls->strafe.scan_code = TELY_PlatformInputScanCode_L;
controls->dash.scan_code = TELY_PlatformInputScanCode_N;
}
struct FP_GetClosestPortalMonkeyResult
@ -601,6 +620,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
bool const action_has_finished = !entering_new_state && game->play.clock_ms >= action->end_at_clock_ms;
action->state = action->next_state;
FP_GameControls const *controls = &game->controls;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, entity->action.state, entity->direction);
switch (entity->type) {
case FP_EntityType_Terry: {
@ -635,7 +656,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
// NOTE: Check if we are nearby a monkey and picking it up
FP_GetClosestPortalMonkeyResult closest_monkey = FP_GetClosestPortalMonkey(game, entity->handle);
if (closest_monkey.dist < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 2.f))) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
if (TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code)) {
entity->carried_monkey = closest_monkey.entity;
picked_up_monkey_this_frame = true;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Monkey], 1.f);
@ -644,15 +665,15 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
if (TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack);
} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_K) ||
} else if (TELY_Platform_InputScanCodeIsPressed(input, controls->range_attack.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_Y)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack);
}
} else {
if (!picked_up_monkey_this_frame && TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
if (!picked_up_monkey_this_frame && TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code)) {
FP_GameEntity *portal_monkey = FP_Game_GetEntity(game, entity->carried_monkey);
portal_monkey->local_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
entity->carried_monkey = {};
@ -702,7 +723,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
// NOTE: Check if we are nearby a monkey and picking it up
FP_GetClosestPortalMonkeyResult closest_monkey = FP_GetClosestPortalMonkey(game, entity->handle);
if (closest_monkey.dist < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 2.f))) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
if (TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code)) {
entity->carried_monkey = closest_monkey.entity;
picked_up_monkey_this_frame = true;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Monkey], 1.f);
@ -711,10 +732,10 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
if (TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack);
} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_K) ||
} else if (TELY_Platform_InputScanCodeIsPressed(input, controls->range_attack.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_Y)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack);
}
@ -722,12 +743,12 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_N) ||
if (TELY_Platform_InputScanCodeIsPressed(input, controls->dash.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_A)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Dash);
}
} else {
if (!picked_up_monkey_this_frame && TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
if (!picked_up_monkey_this_frame && TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code)) {
FP_GameEntity *portal_monkey = FP_Game_GetEntity(game, entity->carried_monkey);
portal_monkey->local_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
entity->carried_monkey = {};
@ -808,7 +829,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
if (we_are_clicked_entity) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
if (TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) {
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack);
} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
@ -902,7 +923,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
if (we_are_clicked_entity) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
if (TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) {
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack);
}
@ -929,7 +950,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
if (we_are_clicked_entity) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
if (TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack);
} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
@ -972,7 +993,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
if (we_are_clicked_entity) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
if (TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack);
}
@ -1183,7 +1204,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
if (we_are_clicked_entity) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
if (TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Attack);
} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
@ -1225,7 +1246,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
if (we_are_clicked_entity) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
if (TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_X)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Attack);
}
@ -1316,6 +1337,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
} break;
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_Billboard: break;
}
switch (entity->type) {
@ -1401,6 +1423,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
case FP_EntityType_AirportTerryPlane: break;
case FP_EntityType_MobSpawner:
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_Billboard: break;
}
}
@ -1408,6 +1431,8 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
{
Dqn_Profiler_ZoneScopeWithIndex("FP_Update", FP_ProfileZone_FPUpdate);
FP_GameControls const *controls = &game->controls;
game->play.update_counter++;
game->play.clock_ms = DQN_CAST(uint64_t)(platform->input.timer_s * 1000.f);
Dqn_ProfilerZone update_zone = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: Entity loop"), FP_ProfileZone_FPUpdate_EntityLoop);
@ -1417,13 +1442,13 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
game->play.clicked_entity = game->play.prev_active_entity;
// NOTE: Keyboard movement input
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_W))
if (TELY_Platform_InputScanCodeIsDown(input, controls->up.scan_code))
dir_vector.y = -1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_A))
if (TELY_Platform_InputScanCodeIsDown(input, controls->left.scan_code))
dir_vector.x = -1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_S))
if (TELY_Platform_InputScanCodeIsDown(input, controls->down.scan_code))
dir_vector.y = +1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D))
if (TELY_Platform_InputScanCodeIsDown(input, controls->right.scan_code))
dir_vector.x = +1.f;
// NOTE: Gamepad movement input
@ -1527,6 +1552,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
case FP_EntityType_AirportTerryPlane: break;
case FP_EntityType_MobSpawner:
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_Billboard: break;
}
if (move_entity) {
@ -1943,6 +1969,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
case FP_EntityType_AirportTerryPlane:
case FP_EntityType_MobSpawner:
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_Billboard: break;
}
}
@ -1963,7 +1990,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
if (game->play.clicked_entity == entity->handle) {
if (game->play.in_game_menu == FP_GameInGameMenu_Nil || game->play.in_game_menu == FP_GameInGameMenu_Build) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_H))
if (TELY_Platform_InputScanCodeIsPressed(input, controls->build_mode.scan_code))
game->play.in_game_menu = DQN_CAST(FP_GameInGameMenu)(DQN_CAST(uint32_t)game->play.in_game_menu ^ FP_GameInGameMenu_Build);
}
@ -2019,7 +2046,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
}
if (game->play.build_mode_can_place_building &&
TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
TELY_Platform_InputScanCodeIsPressed(input, controls->attack.scan_code)) {
if (placeable_building.type == FP_EntityType_ClubTerry) {
FP_Entity_CreateClubTerry(game, placement_pos, "Club Terry");
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Club], 1.f);
@ -2052,8 +2079,7 @@ 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_L)) {
if (!TELY_Platform_InputScanCodeIsDown(input, controls->strafe.scan_code)) {
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)
@ -2585,6 +2611,54 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
}
}
}
if (entity->type == FP_EntityType_Billboard) {
FP_EntityBillboardState state = DQN_CAST(FP_EntityBillboardState)entity->action.state;
FP_GameKeyBind const *key_bind = nullptr;
Dqn_V2 draw_p = {};
Dqn_V4 colour = TELY_COLOUR_BLACK_V4;
switch (state) {
case FP_EntityBillboardState_Attack: {
key_bind = &game->controls.attack;
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.65f, 0.2f));
colour = TELY_Colour_V4InitRGBU32(0xFFE726);
} break;
case FP_EntityBillboardState_Dash: {
key_bind = &game->controls.dash;
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.62f, -0.07f));
colour = TELY_Colour_V4InitRGBU32(0xFFE726);
} break;
case FP_EntityBillboardState_Monkey: {
} break;
case FP_EntityBillboardState_RangeAttack: {
key_bind = &game->controls.range_attack;
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.33f, -0.2f));
colour = TELY_Colour_V4InitRGBU32(0x364659);
} break;
case FP_EntityBillboardState_Strafe: {
key_bind = &game->controls.dash;
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.52f, -0.15f));
colour = TELY_Colour_V4InitRGBU32(0xFF68A8);
} break;
}
if (key_bind) {
TELY_Render_PushColourV4(renderer, colour);
TELY_Render_PushFont(renderer, game->talkco_font_xlarge);
DQN_DEFER {
TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer);
};
DQN_ASSERT(key_bind->scan_code >= TELY_PlatformInputScanCode_A && key_bind->scan_code <= TELY_PlatformInputScanCode_Z);
char scan_code_ch = DQN_CAST(char)('A' + (key_bind->scan_code - TELY_PlatformInputScanCode_A));
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx1(0.5f), "[%c]", scan_code_ch);
}
}
}
// NOTE: Render overlay UI =====================================================================
@ -2673,7 +2747,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
bool const have_enough_coins = player->coins >= *mapping.building_base_price;
// NOTE: Buy trigger + animation ===============================
{
TELY_PlatformInputScanCode key = TELY_PlatformInputScanCode_J;
TELY_PlatformInputScanCode key = game->controls.attack.scan_code;
bool trigger_buy_anim = false;
if (have_enough_coins) {
@ -2760,7 +2834,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
bool const have_enough_coins = player->coins >= *mapping.upgrade_base_price;
// NOTE: Buy trigger + animation ===============================
{
TELY_PlatformInputScanCode key = TELY_PlatformInputScanCode_K;
TELY_PlatformInputScanCode key = game->controls.range_attack.scan_code;
bool trigger_buy_anim = false;
if (have_enough_coins) {
@ -3235,31 +3309,13 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
Dqn_Rect window_rect = Dqn_Rect_InitNx4(0, 0, DQN_CAST(Dqn_f32)platform->core.window_size.w, DQN_CAST(Dqn_f32)platform->core.window_size.h);
if (game->play.state == FP_GameState_IntroScreen || game->play.state == FP_GameState_LoseGame) {
Dqn_f32 tex_scalar = 0.f;
Dqn_f32 tex_scalar = 0.f;
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_terry);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_f32 desired_width = window_rect.size.x;
Dqn_f32 desired_width = window_rect.size.x * .25f;
tex_scalar = desired_width / tex_rect.size.w;
}
// NOTE: Draw title text ===========================================================
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_title);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * tex_scalar;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.5f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
if (game->play.state == FP_GameState_IntroScreen) {
// NOTE: Draw terry logo ===========================================================
{
@ -3277,29 +3333,12 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
// NOTE: Draw title subtitle =======================================================
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_subtitle);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * tex_scalar;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.5f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
} else {
// NOTE: Draw end screen logo ======================================================
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.end_screen);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * tex_scalar;
dest_rect.size = tex_rect.size * (tex_scalar * 1.5f);
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.5f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
@ -3328,11 +3367,44 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
TELY_COLOUR_WHITE_V4);
}
// NOTE: Draw title text ===============================================================
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_title);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * (tex_scalar * 1.5f);
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.20f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
// NOTE: Draw title subtitle ===========================================================
if (game->play.state == FP_GameState_IntroScreen) {
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_subtitle);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * tex_scalar;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.8f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
TELY_Render_PushFont(renderer, game->inter_regular_font);
Dqn_f32 t = (DQN_SINF(DQN_CAST(Dqn_f32)input->timer_s * 5.f) + 1.f) / 2.f;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, t));
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.925f)), Dqn_V2_InitNx1(0.5f), "Press enter to %s", game->play.state == FP_GameState_Play ? "start" : "restart");
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.925f)), Dqn_V2_InitNx1(0.5f), "Press enter to %s", game->play.state == FP_GameState_IntroScreen ? "start" : "restart");
TELY_Render_PopColourV4(renderer);
TELY_Render_PopFont(renderer);

View File

@ -226,6 +226,31 @@ int main(int argc, char const **argv)
}
}
// NOTE: QOI Converter =========================================================================
uint64_t qoi_converter_timings[2] = {};
{
qoi_converter_timings[0] = Dqn_OS_PerfCounterNow();
DQN_DEFER { qoi_converter_timings[1] = Dqn_OS_PerfCounterNow(); };
Dqn_CPPBuildContext build_context = {};
build_context.compiler = Dqn_CPPBuildCompiler_MSVC;
build_context.compile_files = Dqn_Slice_InitCArrayCopy(scratch.arena, {
Dqn_CPPBuildCompileFile{{}, Dqn_FsPath_ConvertF(scratch.arena, "%.*s/External/qoiconv.c", DQN_STRING_FMT(code_dir)) },
});
build_context.compile_flags = Dqn_Slice_InitCArrayCopy(scratch.arena, {DQN_STRING8("cl"), DQN_STRING8("-O2"), DQN_STRING8("-MT"), DQN_STRING8("/nologo")});
build_context.link_flags = Dqn_Slice_InitCArrayCopy(scratch.arena, {DQN_STRING8("/link"), DQN_STRING8("/incremental:no")});
build_context.include_dirs = Dqn_Slice_InitCArrayCopy(scratch.arena, {Dqn_FsPath_ConvertF(scratch.arena, "%.*s/External/stb", DQN_STRING_FMT(tely_dir))});
build_context.build_dir = build_dir;
if (dry_run) {
Dqn_String8 cmd = Dqn_CPPBuild_ToCommandLine(build_context, Dqn_CPPBuildMode_AlwaysRebuild, scratch.allocator);
Dqn_Print_StdLnF(Dqn_PrintStd_Out, "%.*s\n", DQN_STRING_FMT(cmd));
} else {
Dqn_CPPBuild_ExecOrAbort(build_context, Dqn_CPPBuildMode_CacheBuild);
}
}
// NOTE: Feely Pona Sprite Packer ==============================================================
uint64_t feely_pona_sprite_packer_timings[2] = {};
{
@ -235,14 +260,19 @@ int main(int argc, char const **argv)
Dqn_CPPBuildContext build_context = {};
build_context.compiler = Dqn_CPPBuildCompiler_MSVC;
build_context.compile_files = Dqn_Slice_InitCArrayCopy(scratch.arena, {
Dqn_CPPBuildCompileFile{{}, Dqn_FsPath_ConvertF(scratch.arena, "%.*s/feely_pona_sprite_packer.h", DQN_STRING_FMT(code_dir)) },
Dqn_CPPBuildCompileFile{{}, Dqn_FsPath_ConvertF(scratch.arena, "%.*s/feely_pona_sprite_packer.cpp", DQN_STRING_FMT(code_dir)) },
});
build_context.compile_flags = common_compile_flags;
build_context.link_flags = common_link_flags;
build_context.build_dir = build_dir;
Dqn_CPPBuild_ExecOrAbort(build_context, Dqn_CPPBuildMode_CacheBuild);
if (dry_run) {
Dqn_String8 cmd = Dqn_CPPBuild_ToCommandLine(build_context, Dqn_CPPBuildMode_AlwaysRebuild, scratch.allocator);
Dqn_Print_StdLnF(Dqn_PrintStd_Out, "%.*s\n", DQN_STRING_FMT(cmd));
} else {
Dqn_CPPBuild_ExecOrAbort(build_context, Dqn_CPPBuildMode_CacheBuild);
}
}
// NOTE: Feely Pona No DLL =====================================================================
@ -493,6 +523,7 @@ int main(int argc, char const **argv)
Dqn_Print_StdLnF(Dqn_PrintStd_Out, "\n-- Dqn_CPPBuild Timings (%.2fms)", Dqn_OS_PerfCounterMs(build_timings[0], build_timings[1]));
Dqn_Print_StdLnF(Dqn_PrintStd_Out, " robocopy: %.2fms", Dqn_OS_PerfCounterMs(robocopy_timings[0], robocopy_timings[1]));
Dqn_Print_StdLnF(Dqn_PrintStd_Out, " raylib: %.2fms", Dqn_OS_PerfCounterMs(raylib_pc_timings[0], raylib_pc_timings[1]));
Dqn_Print_StdLnF(Dqn_PrintStd_Out, " qoi_converter: %.2fms", Dqn_OS_PerfCounterMs(qoi_converter_timings[0], qoi_converter_timings[1]));
Dqn_Print_StdLnF(Dqn_PrintStd_Out, " feely pona sprite packer: %.2fms", Dqn_OS_PerfCounterMs(feely_pona_sprite_packer_timings[0], feely_pona_sprite_packer_timings[1]));
Dqn_Print_StdLnF(Dqn_PrintStd_Out, " feely pona (no dll): %.2fms", Dqn_OS_PerfCounterMs(feely_pona_no_dll_timings[0], feely_pona_no_dll_timings[1]));
Dqn_Print_StdLnF(Dqn_PrintStd_Out, " feely pona (dll): %.2fms", Dqn_OS_PerfCounterMs(feely_pona_dll_timings[0], feely_pona_dll_timings[1]));

View File

@ -24,6 +24,7 @@ enum FP_EntityType
FP_EntityType_Smoochie,
FP_EntityType_Terry,
FP_EntityType_PhoneMessageProjectile,
FP_EntityType_Billboard,
FP_EntityType_Count,
};
@ -127,6 +128,15 @@ enum FP_EntityHeartState
FP_EntityHeartState_Idle,
};
enum FP_EntityBillboardState
{
FP_EntityBillboardState_Attack,
FP_EntityBillboardState_Dash,
FP_EntityBillboardState_Monkey,
FP_EntityBillboardState_RangeAttack,
FP_EntityBillboardState_Strafe,
};
struct FP_EntityRenderData
{
FP_Meters height;

View File

@ -39,20 +39,20 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
case FP_EntityTerryState_Attack: {
switch (direction) {
case FP_GameDirection_Up: result.anim_name = g_anim_names.terry_attack_up; break;
case FP_GameDirection_Down: result.anim_name = g_anim_names.terry_attack_down; break;
case FP_GameDirection_Left: result.anim_name = g_anim_names.terry_attack_side; break;
case FP_GameDirection_Right: result.anim_name = g_anim_names.terry_attack_side; result.flip = TELY_AssetFlip_X; break;
case FP_GameDirection_Up: result.anim_name = g_anim_names.terry_attack_up; result.height.meters *= 1.5f; break;
case FP_GameDirection_Down: result.anim_name = g_anim_names.terry_attack_down; result.height.meters *= 1.6f; break;
case FP_GameDirection_Left: result.anim_name = g_anim_names.terry_attack_side; result.height.meters *= 1.5f; break;
case FP_GameDirection_Right: result.anim_name = g_anim_names.terry_attack_side; result.height.meters *= 1.5f; result.flip = TELY_AssetFlip_X; break;
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
}
} break;
case FP_EntityTerryState_RangeAttack: {
switch (direction) {
case FP_GameDirection_Up: result.anim_name = g_anim_names.terry_attack_phone_up; break;
case FP_GameDirection_Down: result.anim_name = g_anim_names.terry_attack_phone_down; break;
case FP_GameDirection_Left: result.anim_name = g_anim_names.terry_attack_phone_side; result.flip = TELY_AssetFlip_X; break;
case FP_GameDirection_Right: result.anim_name = g_anim_names.terry_attack_phone_side; break;
case FP_GameDirection_Up: result.anim_name = g_anim_names.terry_attack_phone_up; result.height.meters *= 1.25f; break;
case FP_GameDirection_Down: result.anim_name = g_anim_names.terry_attack_phone_down; result.height.meters *= 1.25f; break;
case FP_GameDirection_Left: result.anim_name = g_anim_names.terry_attack_phone_side; result.height.meters *= 1.25f; result.flip = TELY_AssetFlip_X; break;
case FP_GameDirection_Right: result.anim_name = g_anim_names.terry_attack_phone_side; result.height.meters *= 1.25f; break;
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
}
} break;
@ -129,7 +129,7 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
} break;
case FP_EntityType_MerchantPhoneCompany: {
result.height.meters = 3.66f;
result.height.meters = 5.f;
FP_EntityMerchantPhoneCompanyState state = DQN_CAST(FP_EntityMerchantPhoneCompanyState)raw_state;
switch (state) {
case FP_EntityMerchantPhoneCompanyState_Idle: result.anim_name = g_anim_names.merchant_phone_company; break;
@ -263,6 +263,18 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
result.anim_name = g_anim_names.portal_monk; break;
} break;
case FP_EntityType_Billboard: {
result.height.meters = 12.f;
FP_EntityBillboardState state = DQN_CAST(FP_EntityBillboardState)raw_state;
switch (state) {
case FP_EntityBillboardState_Attack: result.anim_name = g_anim_names.map_billboard_attack; break;
case FP_EntityBillboardState_Dash: result.anim_name = g_anim_names.map_billboard_dash; break;
case FP_EntityBillboardState_Monkey: result.anim_name = g_anim_names.map_billboard_monkey; break;
case FP_EntityBillboardState_RangeAttack: result.anim_name = g_anim_names.map_billboard_range_attack; break;
case FP_EntityBillboardState_Strafe: result.anim_name = g_anim_names.map_billboard_strafe; break;
}
} break;
case FP_EntityType_Count: DQN_INVALID_CODE_PATH; break;
}
@ -819,3 +831,27 @@ static FP_GameEntityHandle FP_Entity_CreateAirportTerryPlane(FP_Game *game, Dqn_
entity->base_acceleration_per_s.meters = 32.f;
return result;
}
static FP_GameEntityHandle FP_Entity_CreateBillboard(FP_Game *game, Dqn_V2 pos, FP_EntityBillboardState state, 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->action.state = state;
entity->action.next_state = state;
entity->type = FP_EntityType_Billboard;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, state, 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;
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));
return result;
}

View File

@ -912,6 +912,7 @@ static void FP_Game_EntityTransitionState(FP_Game *game, FP_GameEntity *entity,
case FP_EntityType_AirportTerryPlane:
case FP_EntityType_MobSpawner:
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_Billboard: break;
}
// NOTE: If no returns are hit above we proceed with the state change
entity->action.next_state = desired_state;

View File

@ -352,18 +352,39 @@ struct FP_GamePlay
FP_GameState state;
};
struct FP_GameKeyBind
{
TELY_PlatformInputScanCode scan_code;
TELY_PlatformInputGamepadKey gamepad_key;
};
struct FP_GameControls
{
FP_GameKeyBind up;
FP_GameKeyBind down;
FP_GameKeyBind left;
FP_GameKeyBind right;
FP_GameKeyBind attack;
FP_GameKeyBind range_attack;
FP_GameKeyBind build_mode;
FP_GameKeyBind strafe;
FP_GameKeyBind dash;
};
struct FP_Game
{
TELY_AssetFontHandle inter_regular_font_large;
TELY_AssetFontHandle inter_regular_font;
TELY_AssetFontHandle inter_italic_font;
TELY_AssetFontHandle jetbrains_mono_font;
TELY_AssetFontHandle talkco_font;
TELY_AssetFontHandle talkco_font_large;
TELY_AssetAudioHandle audio[FP_GameAudio_Count];
TELY_AssetSpriteSheet atlas_sprite_sheet;
TELY_RFui rfui;
FP_GamePlay play;
TELY_AssetFontHandle inter_regular_font_large;
TELY_AssetFontHandle inter_regular_font;
TELY_AssetFontHandle inter_italic_font;
TELY_AssetFontHandle jetbrains_mono_font;
TELY_AssetFontHandle talkco_font;
TELY_AssetFontHandle talkco_font_large;
TELY_AssetFontHandle talkco_font_xlarge;
TELY_AssetAudioHandle audio[FP_GameAudio_Count];
TELY_AssetSpriteSheet atlas_sprite_sheet;
TELY_RFui rfui;
FP_GamePlay play;
FP_GameControls controls;
};
struct FP_GameAStarNode

View File

@ -58,7 +58,7 @@ static Dqn_String8 SpriteAnimNameFromFilePath(Dqn_String8 path)
int main(int argc, char const *argv[])
{
Dqn_Library_Init();
Dqn_Library_Init(Dqn_LibraryOnInit_Nil);
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
if (argc != 4) {

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