fp: Add hitboxes to buildings, fix collision detection skipping detections
This commit is contained in:
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c5a76e6b97
commit
be88c34439
@ -117,10 +117,13 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
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Dqn_V2 delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t);
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Dqn_Rect entity_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
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Dqn_V2 entity_pos = Dqn_Rect_Center(entity_world_hit_box);
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Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
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Dqn_V2 entity_new_pos = entity_pos + delta_pos;
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bool has_collision = false;
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Dqn_f32 const SENTINEL_T = 999.f;
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Dqn_f32 global_earliest_t = SENTINEL_T;
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Dqn_V2 global_earliest_pos_just_before_collide = {};
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for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->root_entity); ) {
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FP_GameEntity *collider = collider_it.entity;
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if (collider->handle == entity->handle)
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@ -181,8 +184,7 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
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// td = x - O
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// t = (x - O) / d
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Dqn_f32 const SENTINEL_T = 999.f;
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Dqn_f32 earliest_t = SENTINEL_T;
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Dqn_f32 earliest_t = SENTINEL_T;
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if (d.x != 0.f) {
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Dqn_f32 left_t = (collider_left_wall_x - o.x) / d.x;
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Dqn_f32 right_t = (collider_right_wall_x - o.x) / d.x;
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@ -201,16 +203,17 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
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earliest_t = DQN_MIN(earliest_t, bottom_t);
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}
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if (earliest_t != SENTINEL_T) {
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Dqn_V2 pos_just_before_collide = entity_pos + (d * earliest_t);
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Dqn_V2 new_delta_p = pos_just_before_collide - entity_pos;
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entity->local_pos += new_delta_p;
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has_collision = true;
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if (earliest_t < global_earliest_t) {
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global_earliest_t = earliest_t;
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global_earliest_pos_just_before_collide = entity_pos + (d * earliest_t);
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}
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}
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if (!has_collision) {
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if (global_earliest_t == SENTINEL_T) {
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entity->local_pos += delta_pos;
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} else {
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Dqn_V2 new_delta_pos = global_earliest_pos_just_before_collide - entity_pos;
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entity->local_pos += new_delta_pos;
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}
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}
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@ -357,8 +360,9 @@ void TELY_DLL_Init(void *user_data)
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// NOTE: Mid lane mob spawner ==================================================================
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Dqn_V2 base_mid_p = Dqn_V2_InitNx2(1580, 0.f);
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Dqn_V2 mid_lane_mob_spawner_pos = Dqn_V2_InitNx2(game->map->local_hit_box_size.w * -0.5f, 0.f);
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Dqn_usize spawn_cap = 128;
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{
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FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, mid_lane_mob_spawner_pos, 128 /*spawn_cap*/, "Mob spawner");
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FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, mid_lane_mob_spawner_pos, spawn_cap, "Mob spawner");
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FP_Game_PushParentEntity(game, mob_spawner);
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FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-mid_lane_mob_spawner_pos.x + base_mid_p.x, base_mid_p.y), "Waypoint");
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FP_Game_PopParentEntity(game);
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@ -368,7 +372,7 @@ void TELY_DLL_Init(void *user_data)
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// NOTE: Bottom lane spawner ===================================================================
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Dqn_V2 bottom_lane_mob_spawner_pos = Dqn_V2_InitNx2(mid_lane_mob_spawner_pos.x, mid_lane_mob_spawner_pos.y + 932.f);
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{
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FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, bottom_lane_mob_spawner_pos, 128 /*spawn_cap*/, "Mob spawner");
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FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, bottom_lane_mob_spawner_pos, spawn_cap, "Mob spawner");
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FP_Game_PushParentEntity(game, mob_spawner);
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FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-bottom_lane_mob_spawner_pos.x + base_mid_p.x, 0.f), "Waypoint");
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FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-bottom_lane_mob_spawner_pos.x + base_mid_p.x, -932.f), "Waypoint");
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@ -378,7 +382,7 @@ void TELY_DLL_Init(void *user_data)
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// NOTE: Top lane spawner ===================================================================
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Dqn_V2 top_lane_mob_spawner_pos = Dqn_V2_InitNx2(mid_lane_mob_spawner_pos.x, mid_lane_mob_spawner_pos.y - 915.f);
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{
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FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, top_lane_mob_spawner_pos, 128 /*spawn_cap*/, "Mob spawner");
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FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, top_lane_mob_spawner_pos, spawn_cap, "Mob spawner");
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FP_Game_PushParentEntity(game, mob_spawner);
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FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-top_lane_mob_spawner_pos.x + base_mid_p.x, 0.f), "Waypoint");
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FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-top_lane_mob_spawner_pos.x + base_mid_p.x, +915.f), "Waypoint");
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@ -397,7 +401,7 @@ void TELY_DLL_Init(void *user_data)
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game->audio[FP_GameAudio_Smooch] = platform->func_load_audio(assets, DQN_STRING8("Smooch"), DQN_STRING8("Data/Audio/smooch.mp3"));
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}
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void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector)
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void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 *acceleration_meters_per_s)
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{
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TELY_AssetSpriteSheet *sheet = &game->atlas_sprite_sheet;
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FP_GameEntityAction *action = &entity->action;
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@ -427,7 +431,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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if (we_are_clicked_entity) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
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TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
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} else if (dir_vector.x || dir_vector.y) {
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FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack);
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} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
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FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Run);
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}
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}
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@ -487,34 +492,14 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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} break;
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case FP_EntityTerryState_Dash: {
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if (entering_new_state) {
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TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.terry_walk_right, TELY_AssetFlip_No);
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uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame;
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FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
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Dqn_V2 dash_dir = {};
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switch (entity->direction) {
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case FP_GameDirection_Up: dash_dir.y = -1.f; break;
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case FP_GameDirection_Down: dash_dir.y = +1.f; break;
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case FP_GameDirection_Left: dash_dir.x = -1.f; break;
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case FP_GameDirection_Right: dash_dir.x = +1.f; break;
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case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
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}
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Dqn_V2 dash_acceleration = dash_dir * 400'000'000.f;
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Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(PHYSICS_STEP);
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entity->velocity = (dash_acceleration * t) + entity->velocity * 2.0f;
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uint64_t duration_ms = 250;
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FP_Game_EntityActionReset(game, entity->handle, duration_ms, entity->action.sprite);
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*acceleration_meters_per_s *= 35.f;
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}
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if (action_has_finished) {
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if (entity_has_velocity) {
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// TODO(doyle): Not sure if this branch triggers properly.
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FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Run);
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} else {
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FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle);
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}
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}
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if (action_has_finished)
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FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Run);
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} break;
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}
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@ -583,7 +568,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
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TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
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FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack);
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} else if (dir_vector.x || dir_vector.y) {
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} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
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FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Run);
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}
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}
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@ -666,9 +651,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
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}
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if (action_has_finished) {
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if (action_has_finished)
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FP_Game_DeleteEntity(game, entity->handle);
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}
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} break;
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@ -754,7 +738,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
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TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
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FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack);
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} else if (dir_vector.x || dir_vector.y) {
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} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
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FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Run);
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}
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}
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@ -793,9 +777,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
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}
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if (action_has_finished) {
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if (action_has_finished)
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FP_Game_DeleteEntity(game, entity->handle);
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}
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} break;
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@ -1365,12 +1348,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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entity->local_pos += input->mouse_p_delta;
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}
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// NOTE: Core equations of motion ==========================================================
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FP_Game_MoveEntity(game, entity->handle, acceleration_meters_per_s);
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// NOTE: Tick the state machine
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FP_EntityActionStateMachine(game, &platform->audio, input, entity, dir_vector);
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if (game->clicked_entity == entity->handle) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F1)) {
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entity->sprite_height.meters += 1;
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@ -1384,6 +1361,14 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (entity->flags & FP_GameEntityFlag_CameraTracking)
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game->camera.world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle) - Dqn_V2_InitV2I(platform->core.window_size) * .5f;
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}
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// NOTE: Tick the state machine
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// NOTE: This can delete the entity! Take caution
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FP_GameEntityHandle entity_handle = entity->handle;
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FP_EntityActionStateMachine(game, &platform->audio, input, entity, &acceleration_meters_per_s);
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// NOTE: Core equations of motion ==========================================================
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FP_Game_MoveEntity(game, entity_handle, acceleration_meters_per_s);
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}
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// NOTE: Update entity =========================================================================
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@ -159,11 +159,17 @@ static FP_GameEntityHandle FP_Entity_CreateMerchantTerry(FP_Game *game, Dqn_V2 p
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entity->type = FP_EntityType_MerchantTerry;
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entity->local_pos = pos;
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entity->local_hit_box_size = Dqn_V2_InitNx2(50, 50);
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entity->sprite_height.meters = 3.66f;
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_graveyard);
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Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
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Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
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Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
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entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .15f);
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entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
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return result;
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}
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@ -177,11 +183,18 @@ static FP_GameEntityHandle FP_Entity_CreateMerchantGraveyard(FP_Game *game, Dqn_
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entity->type = FP_EntityType_MerchantGraveyard;
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entity->local_pos = pos;
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entity->local_hit_box_size = Dqn_V2_InitNx2(50, 50);
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entity->sprite_height.meters = 3.66f;
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_graveyard);
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Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
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Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
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Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
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entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f);
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entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .5f));
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return result;
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}
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@ -195,11 +208,17 @@ static FP_GameEntityHandle FP_Entity_CreateMerchantGym(FP_Game *game, Dqn_V2 pos
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entity->type = FP_EntityType_MerchantGym;
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entity->local_pos = pos;
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entity->local_hit_box_size = Dqn_V2_InitNx2(50, 50);
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entity->sprite_height.meters = 3.66f;
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_gym);
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Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
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Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
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Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
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entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .3f);
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entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .6f));
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return result;
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}
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@ -213,11 +232,17 @@ static FP_GameEntityHandle FP_Entity_CreateMerchantPhoneCompany(FP_Game *game, D
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entity->type = FP_EntityType_MerchantPhoneCompany;
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entity->local_pos = pos;
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entity->local_hit_box_size = Dqn_V2_InitNx2(50, 50);
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entity->sprite_height.meters = 3.66f;
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_phone_company);
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Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
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Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
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Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
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entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .15f);
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entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
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return result;
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}
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@ -232,16 +257,16 @@ static FP_GameEntityHandle FP_Entity_CreateClubTerry(FP_Game *game, Dqn_V2 pos,
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entity->type = FP_EntityType_ClubTerry;
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entity->local_pos = pos;
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entity->sprite_height.meters = 4.f;
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.club_terry_alive);
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Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
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Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
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Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
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entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f);
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entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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return result;
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}
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@ -256,6 +281,8 @@ static FP_GameEntityHandle FP_Entity_CreateHeart(FP_Game *game, Dqn_V2 pos, DQN_
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entity->type = FP_EntityType_Heart;
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entity->local_pos = pos;
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entity->sprite_height.meters = 4.f;
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.heart);
|
||||
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
|
||||
@ -264,8 +291,5 @@ static FP_GameEntityHandle FP_Entity_CreateHeart(FP_Game *game, Dqn_V2 pos, DQN_
|
||||
|
||||
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .15f);
|
||||
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
|
||||
FP_Entity_AddDebugEditorFlags(game, result);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user