fp: Integrate clinger as a spawnable mob

This commit is contained in:
2023-09-27 14:47:27 +10:00
parent ffb2ec3ea3
commit d85fbe95fa
26 changed files with 224 additions and 3 deletions
+131 -1
View File
@@ -15,6 +15,7 @@ struct FP_GlobalAnimations
Dqn_String8 terry_attack_side = DQN_STRING8("terry_attack_side");
Dqn_String8 terry_attack_down = DQN_STRING8("terry_attack_down");
Dqn_String8 terry_merchant = DQN_STRING8("terry_merchant");
Dqn_String8 smoochie_walk_up = DQN_STRING8("smoochie_walk_up");
Dqn_String8 smoochie_walk_down = DQN_STRING8("smoochie_walk_down");
Dqn_String8 smoochie_walk_left = DQN_STRING8("smoochie_walk_left");
@@ -23,6 +24,13 @@ struct FP_GlobalAnimations
Dqn_String8 smoochie_hurt_side = DQN_STRING8("smoochie_hurt_side");
Dqn_String8 smoochie_attack_heart = DQN_STRING8("smoochie_attack_heart");
Dqn_String8 smoochie_death = DQN_STRING8("smoochie_death");
Dqn_String8 clinger_attack_down = DQN_STRING8("clinger_attack_down");
Dqn_String8 clinger_attack_side = DQN_STRING8("clinger_attack_side");
Dqn_String8 clinger_attack_up = DQN_STRING8("clinger_attack_up");
Dqn_String8 clinger_death = DQN_STRING8("clinger_death");
Dqn_String8 clinger_walk_up = DQN_STRING8("clinger_walk_up");
Dqn_String8 clinger_walk_down = DQN_STRING8("clinger_walk_down");
}
g_anim_names;
@@ -176,6 +184,7 @@ void TELY_DLL_Init(void *user_data)
game->terry_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("terry_resized_25%"));
game->terry_merchant_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("terry_merchant_resized_25%"));
game->smoochie_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("smoochie_resized_25%"));
game->clinger_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("clinger_resized_25%"));
}
game->entities = Dqn_VArray_Init<FP_GameEntity>(&platform->arena, 1024 * 8);
@@ -589,6 +598,116 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_PlatformInput *input, FP_Ga
}
} break;
case FP_EntityType_Clinger: {
FP_EntityClingerState *state = DQN_CAST(FP_EntityClingerState *)&action->state;
TELY_AssetSpriteSheet *sheet = &game->clinger_sprite_sheet;
switch (*state) {
case FP_EntityClingerState_Nil: {
action->next_state = FP_EntityClingerState_Idle;
} break;
case FP_EntityClingerState_Idle: {
if (entering_new_state) {
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.clinger_walk_down, TELY_AssetFlip_No);
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
}
if (we_are_clicked_entity) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
action->next_state = FP_EntityClingerState_Attack;
} else if (dir_vector.x || dir_vector.y) {
action->next_state = FP_EntityClingerState_Run;
}
}
if (entity_has_velocity) {
action->next_state = FP_EntityClingerState_Run;
}
} break;
case FP_EntityClingerState_Attack: {
uint32_t asset_flip = {};
Dqn_String8 desired_action_name = {};
switch (entity->direction) {
case FP_GameDirection_Up: desired_action_name = g_anim_names.clinger_attack_up; break;
case FP_GameDirection_Down: desired_action_name = g_anim_names.clinger_attack_down; break;
case FP_GameDirection_Left: desired_action_name = g_anim_names.clinger_attack_side; asset_flip |= TELY_AssetFlip_X; break;
case FP_GameDirection_Right: desired_action_name = g_anim_names.clinger_attack_side; break;
}
if (entering_new_state) {
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, desired_action_name, DQN_CAST(TELY_AssetFlip)asset_flip);
uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
}
if (action_has_finished)
action->next_state = FP_EntityClingerState_Idle;
} break;
case FP_EntityClingerState_Death: {
// TODO(doyle): Implement
} break;
case FP_EntityClingerState_Run: {
Dqn_String8 desired_action_name = {};
switch (entity->direction) {
case FP_GameDirection_Up: desired_action_name = g_anim_names.clinger_walk_up; break;
case FP_GameDirection_Down: desired_action_name = g_anim_names.clinger_walk_down; break;
case FP_GameDirection_Left: desired_action_name = g_anim_names.clinger_walk_down; break;
case FP_GameDirection_Right: desired_action_name = g_anim_names.clinger_walk_down; break;
}
if (entering_new_state || action->sprite.anim->label != desired_action_name) {
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, desired_action_name, TELY_AssetFlip_No);
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
}
if (we_are_clicked_entity) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
action->next_state = FP_EntityClingerState_Attack;
}
}
if (!entity_has_velocity) {
action->next_state = FP_EntityClingerState_Idle;
}
} break;
}
if (*state == FP_EntityClingerState_Attack) { // NOTE: Position the attack box
entity->attack_box_size = entity->local_hit_box_size;
switch (entity->direction) {
case FP_GameDirection_Left: {
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w,
entity->local_hit_box_offset.y);
} break;
case FP_GameDirection_Right: {
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->attack_box_size.w,
entity->local_hit_box_offset.y);
} break;
case FP_GameDirection_Up: {
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
entity->local_hit_box_offset.y - entity->attack_box_size.h);
} break;
case FP_GameDirection_Down: {
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
entity->local_hit_box_offset.y + entity->attack_box_size.h);
} break;
}
} else {
entity->attack_box_size = {};
}
} break;
case FP_EntityType_Merchant: {
FP_EntityTerryMerchantState *state = DQN_CAST(FP_EntityTerryMerchantState *)&action->state;
TELY_AssetSpriteSheet *sheet = &game->terry_merchant_sprite_sheet;
@@ -776,7 +895,14 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
// from the entity's current state
entity->action.next_state = FP_EntitySmoochieState_AttackDown;
} break;
case FP_EntityType_Clinger: {
entity->action.next_state = FP_EntityClingerState_Attack;
} break;
}
// NOTE: Aggro makes the entity attack Terry, we will
// exit here preserving the waypoint in the entity.
break;
} else {
FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->chunk_pool);
@@ -952,7 +1078,11 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
FP_SentinelListLink<FP_GameEntityHandle> *link = FP_SentinelList_Make(&entity->spawn_list, game->chunk_pool);
link->data = FP_Entity_CreateSmoochie(game, entity_world_pos, "Smoochie");
if (Dqn_PCG32_NextF32(&game->rng) >= 0.5f)
link->data = FP_Entity_CreateClinger(game, entity_world_pos, "Clinger");
else
link->data = FP_Entity_CreateSmoochie(game, entity_world_pos, "Smoochie");
// NOTE: Setup the mob with waypoints
FP_GameEntity *mob = FP_Game_GetEntity(game, link->data);