|
|
|
@ -187,6 +187,12 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
|
|
|
|
|
#else
|
|
|
|
|
entity_collides_with_collider = false;
|
|
|
|
|
#endif
|
|
|
|
|
} else if (collider->type == FP_EntityType_Heart ||
|
|
|
|
|
collider->type == FP_EntityType_MerchantGym ||
|
|
|
|
|
collider->type == FP_EntityType_MerchantTerry ||
|
|
|
|
|
collider->type == FP_EntityType_MerchantGraveyard ||
|
|
|
|
|
collider->type == FP_EntityType_MerchantPhoneCompany) {
|
|
|
|
|
entity_collides_with_collider = false;
|
|
|
|
|
}
|
|
|
|
|
} break;
|
|
|
|
|
|
|
|
|
@ -462,8 +468,7 @@ static void FP_PlayReset(FP_Game *game, TELY_Platform *platform)
|
|
|
|
|
Dqn_V2I max_tile = platform->core.window_size / play->tile_size;
|
|
|
|
|
|
|
|
|
|
// NOTE: Heart
|
|
|
|
|
FP_Entity_CreateHeart(game, base_mid_p, "Heart");
|
|
|
|
|
|
|
|
|
|
game->play.heart = FP_Entity_CreateHeart(game, base_mid_p, "Heart");
|
|
|
|
|
play->camera.world_pos = base_mid_p - Dqn_V2_InitV2I(platform->core.window_size * .5f);
|
|
|
|
|
play->camera.scale = Dqn_V2_InitNx1(1);
|
|
|
|
|
}
|
|
|
|
@ -1136,7 +1141,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
|
|
|
|
|
if (entity->waypoints.size == 0) {
|
|
|
|
|
FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron);
|
|
|
|
|
patron->local_pos = entity->local_pos;
|
|
|
|
|
patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding | FP_GameEntityFlag_PointOfInterestHeart);
|
|
|
|
|
patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding);
|
|
|
|
|
FP_Game_DeleteEntity(game, entity->handle);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
@ -1232,7 +1237,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
|
|
|
|
|
if (action_has_finished) {
|
|
|
|
|
if (!FP_Game_IsNilEntityHandle(game, entity->building_patron)) {
|
|
|
|
|
FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron);
|
|
|
|
|
patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding | FP_GameEntityFlag_RespondsToBuildings | FP_GameEntityFlag_PointOfInterestHeart);
|
|
|
|
|
patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding | FP_GameEntityFlag_RespondsToBuildings);
|
|
|
|
|
patron->faction = FP_GameEntityFaction_Friendly;
|
|
|
|
|
patron->converted_faction = true;
|
|
|
|
|
}
|
|
|
|
@ -1508,7 +1513,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
|
|
|
|
|
// NOTE: Determine AI movement =============================================================
|
|
|
|
|
Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
|
|
|
|
|
if (acceleration_meters_per_s.x == 0 && acceleration_meters_per_s.y == 0) {
|
|
|
|
|
if (entity->flags & FP_GameEntityFlag_Aggros && entity->faction != FP_GameEntityFaction_Nil) {
|
|
|
|
|
FP_GameFindClosestEntityResult closest_defender = {};
|
|
|
|
|
closest_defender.dist_squared = DQN_F32_MAX;
|
|
|
|
@ -1535,7 +1539,15 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Dqn_f32 aggro_dist_threshold = FP_Game_MetersToPixelsNx1(game->play, 4.f);
|
|
|
|
|
if (closest_defender.dist_squared < DQN_SQUARED(aggro_dist_threshold)) {
|
|
|
|
|
Dqn_f32 dist_to_defender = DQN_SQRTF(closest_defender.dist_squared);
|
|
|
|
|
if (dist_to_defender > (aggro_dist_threshold * 1.5f)) {
|
|
|
|
|
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
|
|
|
|
|
FP_GameEntity *maybe_terry = FP_Game_GetEntity(game, link->data.entity);
|
|
|
|
|
if (maybe_terry->type == FP_EntityType_Terry) {
|
|
|
|
|
link = FP_SentinelList_Erase(&entity->waypoints, link, game->play.chunk_pool);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (dist_to_defender < aggro_dist_threshold) {
|
|
|
|
|
bool has_waypoint_to_defender = false;
|
|
|
|
|
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
|
|
|
|
|
!has_waypoint_to_defender && FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
|
|
|
|
@ -1551,15 +1563,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
waypoint->entity = defender->handle;
|
|
|
|
|
waypoint->type = FP_GameWaypointType_ClosestSide;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (closest_defender.dist_squared > DQN_SQUARED(aggro_dist_threshold * 2.f)) {
|
|
|
|
|
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
|
|
|
|
|
FP_GameEntity *maybe_terry = FP_Game_GetEntity(game, link->data.entity);
|
|
|
|
|
if (maybe_terry->type == FP_EntityType_Terry) {
|
|
|
|
|
link = FP_SentinelList_Erase(&entity->waypoints, link, game->play.chunk_pool);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -1643,29 +1646,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (entity->flags & FP_GameEntityFlag_PointOfInterestHeart) {
|
|
|
|
|
FP_GameFindClosestEntityResult closest_heart = FP_Game_FindClosestEntityWithType(game, entity->handle, FP_EntityType_Heart);
|
|
|
|
|
if (closest_heart.dist_squared < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 4.f))) {
|
|
|
|
|
|
|
|
|
|
bool has_waypoint_to = false;
|
|
|
|
|
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
|
|
|
|
|
!has_waypoint_to && FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
|
|
|
|
|
has_waypoint_to = link->data.entity == closest_heart.entity;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!has_waypoint_to) {
|
|
|
|
|
Dqn_Rect club_hit_box = FP_Game_CalcEntityWorldHitBox(game, closest_heart.entity);
|
|
|
|
|
Dqn_V2 club_top_left = Dqn_Rect_TopLeft(club_hit_box);
|
|
|
|
|
Dqn_V2 club_top_right = Dqn_Rect_TopRight(club_hit_box);
|
|
|
|
|
|
|
|
|
|
FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->play.chunk_pool);
|
|
|
|
|
FP_GameWaypoint *waypoint = &link->data;
|
|
|
|
|
waypoint->entity = closest_heart.entity;
|
|
|
|
|
waypoint->type = FP_GameWaypointType_ClosestSide;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (entity->waypoints.size) {
|
|
|
|
|
FP_SentinelListLink<FP_GameWaypoint> *waypoint_link = entity->waypoints.sentinel->next;
|
|
|
|
|
FP_GameWaypoint const *waypoint = &waypoint_link->data;
|
|
|
|
@ -1682,11 +1662,37 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
// NOTE: Check if we've arrived at the waypoint
|
|
|
|
|
Dqn_f32 dist_to_waypoint_sq = Dqn_V2_LengthSq(entity_to_waypoint);
|
|
|
|
|
|
|
|
|
|
// NOTE: Calculate the approaching direction
|
|
|
|
|
FP_GameDirection approach_dir = FP_GameDirection_Up;
|
|
|
|
|
{
|
|
|
|
|
Dqn_V2 dir_vectors[FP_GameDirection_Count] = {};
|
|
|
|
|
dir_vectors[FP_GameDirection_Up] = Dqn_V2_InitNx2(+0, -1);
|
|
|
|
|
dir_vectors[FP_GameDirection_Down] = Dqn_V2_InitNx2(+0, +1);
|
|
|
|
|
dir_vectors[FP_GameDirection_Left] = Dqn_V2_InitNx2(-1, +0);
|
|
|
|
|
dir_vectors[FP_GameDirection_Right] = Dqn_V2_InitNx2(+1, +0);
|
|
|
|
|
|
|
|
|
|
Dqn_V2 target_entity_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
|
|
|
|
|
Dqn_V2 entity_to_target = target_entity_pos - entity_pos;
|
|
|
|
|
Dqn_V2 entity_to_target_norm = Dqn_V2_Normalise(entity_to_target);
|
|
|
|
|
Dqn_f32 approach_dir_scalar_projection_onto_entity_to_waypoint_vector = -1.1f;
|
|
|
|
|
DQN_FOR_UINDEX (dir_index, FP_GameDirection_Count) {
|
|
|
|
|
Dqn_V2 attack_dir = dir_vectors[dir_index];
|
|
|
|
|
Dqn_f32 scalar_projection = Dqn_V2_Dot(attack_dir, entity_to_target_norm);
|
|
|
|
|
if (scalar_projection > approach_dir_scalar_projection_onto_entity_to_waypoint_vector) {
|
|
|
|
|
approach_dir = DQN_CAST(FP_GameDirection)dir_index;
|
|
|
|
|
approach_dir_scalar_projection_onto_entity_to_waypoint_vector = scalar_projection;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Dqn_f32 arrival_threshold = {};
|
|
|
|
|
switch (waypoint->arrive) {
|
|
|
|
|
case FP_GameWaypointArrive_Default: {
|
|
|
|
|
Dqn_Rect waypoint_hit_box = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
|
|
|
|
|
arrival_threshold = waypoint_hit_box.size.w * .5f;
|
|
|
|
|
if (approach_dir == FP_GameDirection_Up || approach_dir == FP_GameDirection_Down)
|
|
|
|
|
arrival_threshold = 10.f;
|
|
|
|
|
else
|
|
|
|
|
arrival_threshold = 10.f;
|
|
|
|
|
} break;
|
|
|
|
|
|
|
|
|
|
case FP_GameWaypointArrive_WhenWithinEntitySize: {
|
|
|
|
@ -1712,9 +1718,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
waypoint_entity->type == FP_EntityType_ClubTerry ||
|
|
|
|
|
waypoint_entity->type == FP_EntityType_AirportTerry ||
|
|
|
|
|
waypoint_entity->type == FP_EntityType_ChurchTerry;
|
|
|
|
|
bool heart_response = (entity->flags & FP_GameEntityFlag_PointOfInterestHeart) && waypoint_entity->type == FP_EntityType_Heart;
|
|
|
|
|
|
|
|
|
|
if (((waypoint->flags & FP_GameWaypointFlag_NonInterruptible) == 0) && (aggro || building_response || heart_response)) {
|
|
|
|
|
if (((waypoint->flags & FP_GameWaypointFlag_NonInterruptible) == 0) && (aggro || building_response)) {
|
|
|
|
|
bool can_attack = !entity->is_dying; // TODO(doyle): State transition needs to check if it's valid to move to making this not necessary
|
|
|
|
|
if (building_response) {
|
|
|
|
|
FP_GameEntity *building = waypoint_entity;
|
|
|
|
@ -1742,27 +1746,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (can_attack) {
|
|
|
|
|
Dqn_V2 attack_dir_vectors[FP_GameDirection_Count] = {};
|
|
|
|
|
attack_dir_vectors[FP_GameDirection_Up] = Dqn_V2_InitNx2(+0, -1);
|
|
|
|
|
attack_dir_vectors[FP_GameDirection_Down] = Dqn_V2_InitNx2(+0, +1);
|
|
|
|
|
attack_dir_vectors[FP_GameDirection_Left] = Dqn_V2_InitNx2(-1, +0);
|
|
|
|
|
attack_dir_vectors[FP_GameDirection_Right] = Dqn_V2_InitNx2(+1, +0);
|
|
|
|
|
|
|
|
|
|
Dqn_V2 defender_entity_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
|
|
|
|
|
Dqn_V2 entity_to_defender = defender_entity_pos - entity_pos;
|
|
|
|
|
Dqn_V2 entity_to_defender_norm = Dqn_V2_Normalise(entity_to_defender);
|
|
|
|
|
|
|
|
|
|
FP_GameDirection best_attack_dir = FP_GameDirection_Up;
|
|
|
|
|
Dqn_f32 best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector = -1.1f;
|
|
|
|
|
DQN_FOR_UINDEX (dir_index, FP_GameDirection_Count) {
|
|
|
|
|
Dqn_V2 attack_dir = attack_dir_vectors[dir_index];
|
|
|
|
|
Dqn_f32 scalar_projection = Dqn_V2_Dot(attack_dir, entity_to_defender_norm);
|
|
|
|
|
if (scalar_projection > best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector) {
|
|
|
|
|
best_attack_dir = DQN_CAST(FP_GameDirection)dir_index;
|
|
|
|
|
best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector = scalar_projection;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (entity->type) {
|
|
|
|
|
case FP_EntityType_Terry: /*FALLTHRU*/
|
|
|
|
|
case FP_EntityType_Smoochie: /*FALLTHRU*/
|
|
|
|
@ -1780,7 +1763,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
DQN_ASSERT(entity->type == FP_EntityType_Clinger);
|
|
|
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack);
|
|
|
|
|
}
|
|
|
|
|
entity->direction = best_attack_dir;
|
|
|
|
|
entity->direction = approach_dir;
|
|
|
|
|
} break;
|
|
|
|
|
|
|
|
|
|
case FP_EntityType_Nil: break;
|
|
|
|
@ -1805,7 +1788,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->play.chunk_pool);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// NOTE: Move entity by mouse ==============================================================
|
|
|
|
|
if (game->play.active_entity == entity->handle && entity->flags & FP_GameEntityFlag_MoveByMouse) {
|
|
|
|
@ -1946,7 +1928,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
entity->stamina = DQN_MIN(entity->stamina + 1, entity->stamina_cap);
|
|
|
|
|
|
|
|
|
|
if (entity->flags & FP_GameEntityFlag_RecoversHP) {
|
|
|
|
|
if (game->play.update_counter % 12 == 0) {
|
|
|
|
|
if (game->play.update_counter % entity->hp_recover_every_n_ticks == 0) {
|
|
|
|
|
entity->hp = DQN_MIN(entity->hp + 1, entity->hp_cap);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -2102,6 +2084,15 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
|
|
|
|
|
game->play.state = FP_GameState_WinGame;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
|
|
|
|
|
FP_GameEntity *player = FP_Game_GetEntity(game, game->play.player);
|
|
|
|
|
if (heart->hp <= 0) {
|
|
|
|
|
player->hp = 0;
|
|
|
|
|
game->play.state = FP_GameState_LoseGame;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!FP_Game_IsNilEntityHandle(game, game->play.clicked_entity)) {
|
|
|
|
|
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.map);
|
|
|
|
|
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
|
|
|
|
@ -2303,7 +2294,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
|
|
|
|
|
TELY_COLOUR_WHITE_V4);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (entity->handle != game->play.player && entity->hp != entity->hp_cap && entity->hp) {
|
|
|
|
|
if (entity->handle != game->play.player && entity->handle != game->play.heart && entity->hp != entity->hp_cap && entity->hp) {
|
|
|
|
|
Dqn_f32 bar_height = 12.f;
|
|
|
|
|
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.icon_health);
|
|
|
|
|
Dqn_Rect icon_tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
|
|
|
|
@ -2422,7 +2413,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (game->play.state == FP_GameState_IntroScreen || game->play.state == FP_GameState_WinGame) {
|
|
|
|
|
if (game->play.state == FP_GameState_IntroScreen || game->play.state == FP_GameState_WinGame || game->play.state == FP_GameState_LoseGame) {
|
|
|
|
|
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
|
|
|
|
|
DQN_DEFER { TELY_Render_PopTransform(renderer); };
|
|
|
|
|
TELY_Render_RectColourV4(
|
|
|
|
@ -2449,6 +2440,20 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
|
|
|
|
|
|
|
|
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Return))
|
|
|
|
|
game->play.state = FP_GameState_Play;
|
|
|
|
|
} else if (game->play.state == FP_GameState_LoseGame) {
|
|
|
|
|
TELY_Render_PushFont(renderer, game->inter_regular_font_large);
|
|
|
|
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Terry's heart has been crushed"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
|
|
|
|
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "from the hoard of monsters"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
|
|
|
|
|
TELY_Render_PopFont(renderer);
|
|
|
|
|
|
|
|
|
|
TELY_Render_PushFont(renderer, game->inter_regular_font);
|
|
|
|
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Sayounara amigo"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
|
|
|
|
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to restart"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
|
|
|
|
|
TELY_Render_PopFont(renderer);
|
|
|
|
|
TELY_Render_PopColourV4(renderer);
|
|
|
|
|
|
|
|
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Return))
|
|
|
|
|
FP_PlayReset(game, platform);
|
|
|
|
|
} else {
|
|
|
|
|
TELY_Render_PushFont(renderer, game->inter_regular_font_large);
|
|
|
|
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Terry has been saved"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
|
|
|
|
@ -3029,6 +3034,53 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// NOTE: Render the heart health
|
|
|
|
|
{
|
|
|
|
|
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
|
|
|
|
|
DQN_DEFER { TELY_Render_PopTransform(renderer); };
|
|
|
|
|
|
|
|
|
|
Dqn_f32 font_height = TELY_Render_FontHeight(renderer, assets);
|
|
|
|
|
Dqn_f32 bar_height = font_height * 1.25f;
|
|
|
|
|
{
|
|
|
|
|
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.heart);
|
|
|
|
|
FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
|
|
|
|
|
|
|
|
|
|
Dqn_f32 max_width = platform->core.window_size.x * .5f;
|
|
|
|
|
|
|
|
|
|
Dqn_V2 draw_p = Dqn_V2_InitNx2(platform->core.window_size.x * .25f, player_avatar_rect.pos.y + bar_height);
|
|
|
|
|
Dqn_f32 health_t = heart->hp / DQN_CAST(Dqn_f32)heart->hp_cap;
|
|
|
|
|
Dqn_Rect health_rect = Dqn_Rect_InitNx4(draw_p.x, draw_p.y, max_width, bar_height);
|
|
|
|
|
Dqn_Rect curr_health_rect = Dqn_Rect_InitNx4(draw_p.x, draw_p.y, max_width * health_t, bar_height);
|
|
|
|
|
|
|
|
|
|
TELY_Render_RectColourV4(renderer, curr_health_rect, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
|
|
|
|
|
|
|
|
|
|
TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(
|
|
|
|
|
renderer,
|
|
|
|
|
health_rect,
|
|
|
|
|
TELY_RenderShapeMode_Line,
|
|
|
|
|
TELY_COLOUR_BLACK_V4);
|
|
|
|
|
cmd->thickness = 4.f;
|
|
|
|
|
|
|
|
|
|
// NOTE: Draw the heart icon
|
|
|
|
|
Dqn_Rect icon_tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
|
|
|
|
|
Dqn_Rect heart_icon_rect = {};
|
|
|
|
|
heart_icon_rect.size = icon_tex_rect.size * .4f;
|
|
|
|
|
heart_icon_rect.pos = Dqn_V2_InitNx2(draw_p.x - (heart_icon_rect.size.w * .7f), draw_p.y - (heart_icon_rect.size.y * .4f));
|
|
|
|
|
|
|
|
|
|
TELY_Render_TextureColourV4(renderer,
|
|
|
|
|
game->atlas_sprite_sheet.tex_handle,
|
|
|
|
|
icon_tex_rect,
|
|
|
|
|
heart_icon_rect,
|
|
|
|
|
Dqn_V2_Zero /*rotate origin*/,
|
|
|
|
|
0.f /*rotation*/,
|
|
|
|
|
TELY_COLOUR_WHITE_V4);
|
|
|
|
|
|
|
|
|
|
TELY_Render_PushFont(renderer, game->talkco_font_large);
|
|
|
|
|
DQN_DEFER { TELY_Render_PopFont(renderer); };
|
|
|
|
|
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(heart_icon_rect, Dqn_V2_InitNx2(1.f, 0.65f)), Dqn_V2_Zero, "Terry's Heart");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// NOTE: Add scanlines into the game for A E S T H E T I C S
|
|
|
|
|
Dqn_V2 screen_size = Dqn_V2_InitNx2(platform->core.window_size.w, platform->core.window_size.h);
|
|
|
|
|
Dqn_f32 scanline_gap = 4.0f;
|
|
|
|
|