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4 Commits
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8568996914
Author | SHA1 | Date | |
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8568996914 | |||
481da3a6dd | |||
8af79b75d5 | |||
8152c7a325 |
@ -593,7 +593,6 @@ void TELY_DLL_Init(void *user_data)
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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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entity->flags |= FP_GameEntityFlag_MoveByMouse;
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entity->flags |= FP_GameEntityFlag_MoveByMouse;
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entity->flags |= FP_GameEntityFlag_MoveByGamepad;
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->facing_left = true;
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entity->facing_left = true;
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game->clicked_entity = entity->handle;
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game->clicked_entity = entity->handle;
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@ -653,7 +652,6 @@ void TELY_DLL_Init(void *user_data)
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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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entity->flags |= FP_GameEntityFlag_MoveByMouse;
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entity->flags |= FP_GameEntityFlag_MoveByMouse;
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entity->flags |= FP_GameEntityFlag_MoveByGamepad;
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entity->flags |= FP_GameEntityFlag_MobSpawner;
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entity->flags |= FP_GameEntityFlag_MobSpawner;
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entity->spawn_cap = 1;
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entity->spawn_cap = 1;
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}
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}
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@ -699,12 +697,11 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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dir_vector.x = +1.f;
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dir_vector.x = +1.f;
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// NOTE: Gamepad movement input
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// NOTE: Gamepad movement input
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// NOTE: button_codes 0 should be the first gamepad connected, we can
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for (uint32_t gamepad = 0; gamepad < MAX_GAMEPADS; gamepad++) {
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// get this working with other gamepads later
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if (input->button_codes[gamepad]) {
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uint32_t gamepad = 0;
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dir_vector.x += input->left_stick[gamepad].x;
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if (input->button_codes[gamepad]) {
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dir_vector.y += input->left_stick[gamepad].y;
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dir_vector.x += input->left_stick[gamepad].x;
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}
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dir_vector.y += input->left_stick[gamepad].y;
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}
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}
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if (dir_vector.x && dir_vector.y) {
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if (dir_vector.x && dir_vector.y) {
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@ -724,11 +721,11 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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FP_GameEntity *entity = it.entity;
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FP_GameEntity *entity = it.entity;
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entity->alive_time_s += input->delta_s;
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entity->alive_time_s += input->delta_s;
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// NOTE: Move entity by keyboard and gamepad ===============================================
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// NOTE: Move entity by keyboard ===========================================================
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Dqn_V2 acceleration = {};
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Dqn_V2 acceleration = {};
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if (game->clicked_entity == entity->handle &&
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if (game->clicked_entity == entity->handle &&
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(entity->action.state == FP_GameEntityState_Run || entity->action.state == FP_GameEntityState_Idle)) {
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(entity->action.state == FP_GameEntityState_Run || entity->action.state == FP_GameEntityState_Idle)) {
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if (entity->flags & (FP_GameEntityFlag_MoveByKeyboard || FP_GameEntityFlag_MoveByGamepad)) {
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if (entity->flags & FP_GameEntityFlag_MoveByKeyboard) {
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acceleration = dir_vector * 10000000.f;
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acceleration = dir_vector * 10000000.f;
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if (dir_vector.x)
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if (dir_vector.x)
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entity->facing_left = dir_vector.x < 0.f;
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entity->facing_left = dir_vector.x < 0.f;
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@ -917,8 +914,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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if (action->flags & FP_GameEntityActionFlag_StateTransition) {
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if (action->flags & FP_GameEntityActionFlag_StateTransition) {
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FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, action_to_anim_mapping);
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FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, action_to_anim_mapping);
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} else if (we_are_clicked_entity) {
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} else if (we_are_clicked_entity) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
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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_EntityActionSetState(action, FP_GameEntityState_AttackA);
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FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackA);
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} else if (dir_vector.x || dir_vector.y) {
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} else if (dir_vector.x || dir_vector.y) {
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Run);
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Run);
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@ -934,8 +930,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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} else if (action_has_finished) {
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} else if (action_has_finished) {
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
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} else if (!FP_Game_EntityActionHasFailed(action) && we_are_clicked_entity) {
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} else if (!FP_Game_EntityActionHasFailed(action) && we_are_clicked_entity) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
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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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Dqn_f32 t01 = action->timer_s / action->end_at_s;
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Dqn_f32 t01 = action->timer_s / action->end_at_s;
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if (t01 > 0.5f)
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if (t01 > 0.5f)
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FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackB);
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FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackB);
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@ -953,8 +948,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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} else if (action_has_finished) {
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} else if (action_has_finished) {
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
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} else if (!FP_Game_EntityActionHasFailed(action) && we_are_clicked_entity) {
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} else if (!FP_Game_EntityActionHasFailed(action) && we_are_clicked_entity) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
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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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Dqn_f32 t01 = action->timer_s / action->end_at_s;
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Dqn_f32 t01 = action->timer_s / action->end_at_s;
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if (t01 > 0.5f)
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if (t01 > 0.5f)
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FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackC);
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FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackC);
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@ -980,11 +974,9 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
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if (action->flags & FP_GameEntityActionFlag_StateTransition) {
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if (action->flags & FP_GameEntityActionFlag_StateTransition) {
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FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, action_to_anim_mapping);
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FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, action_to_anim_mapping);
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} else if (we_are_clicked_entity) {
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} else if (we_are_clicked_entity) {
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if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
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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_EntityActionSetState(action, FP_GameEntityState_AttackA);
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FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackA);
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} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftShift) ||
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} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftShift)) {
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TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_A)) {
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Dash);
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FP_Game_EntityActionSetState(action, FP_GameEntityState_Dash);
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}
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}
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}
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}
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@ -1369,5 +1361,5 @@ void TELY_DLL_FrameUpdate(void *user_data)
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}
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}
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TELY_RFui_Flush(rfui, renderer, input, assets);
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TELY_RFui_Flush(rfui, renderer, input, assets);
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//TELY_Audio_MixPlaybackSamples(audio, assets);
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TELY_Audio_MixPlaybackSamples(audio, assets);
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}
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}
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@ -8,11 +8,10 @@ enum FP_GameEntityFlag
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FP_GameEntityFlag_Clickable = 1 << 0,
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FP_GameEntityFlag_Clickable = 1 << 0,
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FP_GameEntityFlag_MoveByKeyboard = 1 << 1,
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FP_GameEntityFlag_MoveByKeyboard = 1 << 1,
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FP_GameEntityFlag_MoveByMouse = 1 << 2,
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FP_GameEntityFlag_MoveByMouse = 1 << 2,
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FP_GameEntityFlag_MoveByGamepad = 1 << 3,
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FP_GameEntityFlag_DrawHitBox = 1 << 3,
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FP_GameEntityFlag_DrawHitBox = 1 << 4,
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FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox = 1 << 4,
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FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox = 1 << 5,
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FP_GameEntityFlag_NonTraversable = 1 << 5,
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FP_GameEntityFlag_NonTraversable = 1 << 6,
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FP_GameEntityFlag_MobSpawner = 1 << 6,
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FP_GameEntityFlag_MobSpawner = 1 << 7,
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};
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};
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enum FP_GameShapeType
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enum FP_GameShapeType
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