tely: Deprecate anim to action mapping it sucks

This commit is contained in:
2023-09-24 17:01:21 +10:00
parent f95cb8ec9b
commit ea9f63d709
3 changed files with 323 additions and 179 deletions
+29 -12
View File
@@ -45,17 +45,6 @@ struct FP_GameEntityHandle
uint64_t id;
};
enum FP_GameEntityState
{
FP_GameEntityState_Nil,
FP_GameEntityState_Idle,
FP_GameEntityState_AttackA,
FP_GameEntityState_AttackB,
FP_GameEntityState_AttackC,
FP_GameEntityState_Run,
FP_GameEntityState_Dash,
};
struct FP_GameWaypoint
{
Dqn_V2I pos;
@@ -90,7 +79,7 @@ struct FP_ActionToAnimationMapping
Dqn_f32 const FP_GAME_ENTITY_ACTION_INFINITE_TIMER = -1.f;
struct FP_GameEntityAction
{
FP_GameEntityState state;
uint32_t state;
uint32_t flags; // Bit flags corresponding with `FP_GameEntityActionFlag`
FP_ActionToAnimationMapping mapping;
Dqn_f32 timer_s;
@@ -105,6 +94,31 @@ enum FP_GameDirection
FP_GameDirection_Right,
};
enum FP_GameEntityType
{
FP_GameEntityType_Terry,
FP_GameEntityType_Smoochie,
};
enum FP_GameTerryState
{
FP_GameTerryState_Nil,
FP_GameTerryState_Idle,
FP_GameTerryState_AttackA,
FP_GameTerryState_AttackB,
FP_GameTerryState_AttackC,
FP_GameTerryState_Run,
FP_GameTerryState_Dash,
};
enum FP_GameSmoochieState
{
FP_GameSmoochieState_Nil,
FP_GameSmoochieState_Idle,
FP_GameSmoochieState_Attack,
FP_GameSmoochieState_Run,
};
struct FP_GameEntity
{
FP_GameEntity *next;
@@ -113,8 +127,11 @@ struct FP_GameEntity
FP_GameEntity *last_child;
FP_GameEntity *parent;
FP_GameEntityType type;
Dqn_String8 name;
FP_GameEntityHandle handle;
// TODO(doyle): Deprecate this, it is over engineered and doesn't work
Dqn_Slice<FP_ActionToAnimationMapping> action_to_anim_mapping;
Dqn_V2 size_scale;
FP_GameEntityAction action;