Add hp, Add attack collision detection, Add destroy on death
This commit is contained in:
parent
7a2bebf3c3
commit
dbd1cf0c03
@ -815,6 +815,36 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
||||
entity->local_pos += delta_pos;
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: Attack collisions =================================================================
|
||||
{
|
||||
// NOTE: Check if there's an active attack box
|
||||
if (entity->attack_box_size.x != 0 && entity->attack_box_size.y != 0) {
|
||||
Dqn_Rect entity_attack_box = {};
|
||||
// NOTE: Convert from centre origin to top-left origin
|
||||
entity_attack_box.pos = entity->local_pos + entity->attack_box_offset - (entity->attack_box_size * 0.5f);
|
||||
entity_attack_box.size = entity->attack_box_size;
|
||||
|
||||
for (FP_GameEntityIterator target_it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &target_it, game->root_entity);) {
|
||||
FP_GameEntity *target = target_it.entity;
|
||||
if (target->handle == entity->handle)
|
||||
continue;
|
||||
|
||||
// TODO(josh): This check should be updated based on an entity attackable flag
|
||||
if (target->flags & FP_GameEntityFlag_Attackable) {
|
||||
Dqn_Rect target_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, target->handle);
|
||||
|
||||
if (Dqn_Rect_Intersects(entity_attack_box, target_world_hit_box)) {
|
||||
target->hp -= 1;
|
||||
|
||||
if (target->hp <= 0) {
|
||||
FP_Game_DeleteEntity(game, target->handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: Move entity by mouse ==============================================================
|
||||
if (game->active_entity == entity->handle && entity->flags & FP_GameEntityFlag_MoveByMouse) {
|
||||
|
@ -44,11 +44,13 @@ static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, D
|
||||
va_end(args);
|
||||
|
||||
entity->type = FP_EntityType_Smoochie;
|
||||
entity->hp = 3;
|
||||
entity->local_pos = pos;
|
||||
entity->sprite_height.meters = 1.6f;
|
||||
entity->local_hit_box_size = Dqn_V2_InitNx2(0.4f, 1.6f) * FP_Game_MetersToPixels(game);
|
||||
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
||||
entity->flags |= FP_GameEntityFlag_NonTraversable;
|
||||
entity->flags |= FP_GameEntityFlag_Attackable;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -15,6 +15,7 @@ enum FP_GameEntityFlag
|
||||
FP_GameEntityFlag_MobSpawner = 1 << 7,
|
||||
FP_GameEntityFlag_MobSpawnerWaypoint = 1 << 8,
|
||||
FP_GameEntityFlag_AggrosWhenNearTerry = 1 << 9,
|
||||
FP_GameEntityFlag_Attackable = 1 << 9,
|
||||
};
|
||||
|
||||
enum FP_GameShapeType
|
||||
@ -118,6 +119,7 @@ struct FP_GameEntity
|
||||
uint64_t spawn_cap;
|
||||
|
||||
uint64_t flags;
|
||||
uint64_t hp;
|
||||
FP_GameDirection direction;
|
||||
Dqn_V2 local_pos;
|
||||
Dqn_f64 alive_time_s;
|
||||
|
Loading…
Reference in New Issue
Block a user