4 Commits

Author SHA1 Message Date
Jojangles 4158674031 fp: Add camera shake 2023-10-18 10:28:15 +11:00
doylet 1de986b6ac fp: Add a hit confirmation visual marker 2023-10-18 00:19:09 +11:00
doylet 395e8dc58a fp: Fix camera OOB on startup 2023-10-17 23:56:56 +11:00
doylet 0044b05130 fp: Add camera smoothing movement 2023-10-17 23:49:20 +11:00
2 changed files with 61 additions and 16 deletions
+57 -16
View File
@@ -480,7 +480,7 @@ static void FP_PlayReset(FP_Game *game, TELY_Platform *platform)
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(1898, 771), FP_EntityBillboardState_Strafe, "Strafe Billboard");
// NOTE: Camera ================================================================================
play->camera.world_pos = base_mid_p - Dqn_V2_InitV2I(platform->core.window_size * .5f);
play->camera.world_pos = {};
play->camera.scale = Dqn_V2_InitNx1(1);
play->camera.size = Dqn_V2_InitNx2(1826, 1046);
}
@@ -1995,8 +1995,26 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
}
if (entity->flags & FP_GameEntityFlag_CameraTracking) {
FP_GameCamera *camera = &game->play.camera;
camera->world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle) * camera->scale;
FP_GameCamera *camera = &game->play.camera;
// NOTE: calculate camera position based on camera shake
Dqn_V2 camera_position = camera->world_pos;
if (camera->shake_duration > 0) {
Dqn_f32 offset_x = (Dqn_PCG32_NextF32(&game->play.rng) * 1000 - 500) * camera->shake_intensity;
Dqn_f32 offset_y = (Dqn_PCG32_NextF32(&game->play.rng) * 1000 - 500) * camera->shake_intensity;
camera_position.x += offset_x;
camera_position.y += offset_y;
camera->shake_duration -= input->delta_s;
}
Dqn_f64 camera_smoothing = 5.0f;
camera->world_pos.x += (camera_position.x - camera->world_pos.x) * (camera_smoothing * input->delta_s);
camera->world_pos.y += (camera_position.y - camera->world_pos.y) * (camera_smoothing * input->delta_s);
camera->world_pos_target = FP_Game_CalcEntityWorldPos(game, entity->handle) * camera->scale;
}
FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->play.build_mode_building_index];
@@ -2244,13 +2262,20 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
continue;
}
defender->hp = defender->hp >= attacker->base_attack ? defender->hp - attacker->base_attack : 0;
defender->hp = defender->hp >= attacker->base_attack ? defender->hp - attacker->base_attack : 0;
defender->hit_on_frame = game->play.update_counter;
if (game->play.player == defender->handle) {
game->play.camera.shake_intensity = 0.1f;
game->play.camera.shake_duration = 0.25f;
}
if (defender->hp <= 0) {
if (!defender->is_dying) {
FP_GameEntity *coin_receiver = FP_Game_GetEntity(game, attacker->projectile_owner);
if (FP_Game_IsNilEntity(coin_receiver))
coin_receiver = attacker;
coin_receiver->coins += 1;
coin_receiver->coins += 2;
}
defender->is_dying = true;
}
@@ -2290,11 +2315,12 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
}
}
// NOTE: Camera ================================================================================
FP_GamePlay *play = &game->play;
FP_GameCamera *camera = &play->camera;
if (!FP_Game_IsNilEntityHandle(game, game->play.clicked_entity)) {
Dqn_V2 window_size = Dqn_V2_InitV2I(platform->core.window_size);
FP_GamePlay *play = &game->play;
FP_GameCamera *camera = &play->camera;
camera->scale = window_size / camera->size;
Dqn_V2 camera_size_screen = camera->size * camera->scale;
@@ -2302,12 +2328,13 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
Dqn_V2 map_screen_size = map_world_size * camera->scale;
Dqn_V2 half_map_screen_size = map_screen_size * .5f;
camera->world_pos.x = DQN_MIN(camera->world_pos.x, half_map_screen_size.w - (camera_size_screen.w * .5f));
camera->world_pos.x = DQN_MAX(camera->world_pos.x, -half_map_screen_size.w + (camera_size_screen.w * .5f));
camera->world_pos.y = DQN_MAX(camera->world_pos.y, -half_map_screen_size.h + (camera_size_screen.h * .5f));
camera->world_pos.y = DQN_MIN(camera->world_pos.y, half_map_screen_size.h - (camera_size_screen.h * .5f));
camera->world_pos_target.x = DQN_MIN(camera->world_pos_target.x, half_map_screen_size.w - (camera_size_screen.w * .5f));
camera->world_pos_target.x = DQN_MAX(camera->world_pos_target.x, -half_map_screen_size.w + (camera_size_screen.w * .5f));
camera->world_pos_target.y = DQN_MAX(camera->world_pos_target.y, -half_map_screen_size.h + (camera_size_screen.h * .5f));
camera->world_pos_target.y = DQN_MIN(camera->world_pos_target.y, half_map_screen_size.h - (camera_size_screen.h * .5f));
}
camera->world_pos += (camera->world_pos_target - camera->world_pos) * (5.f * DQN_CAST(Dqn_f32)input->delta_s);
Dqn_Profiler_EndZone(update_zone);
}
@@ -2431,13 +2458,26 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
if (sprite.flip & TELY_AssetFlip_Y)
dest_rect.size.h *= -1.f; // NOTE: Flip the texture vertically
Dqn_V4 sprite_colour = TELY_COLOUR_WHITE_V4;
if (entity->hit_on_frame) {
DQN_ASSERT(game->play.update_counter >= entity->hit_on_frame);
Dqn_usize frames_elapsed_since_hit = game->play.update_counter - entity->hit_on_frame;
Dqn_usize const HIT_CONFIRM_DURATION = 8;
if (frames_elapsed_since_hit < HIT_CONFIRM_DURATION) {
sprite_colour = TELY_COLOUR_RED_V4;
sprite_colour.g = ((1.f / HIT_CONFIRM_DURATION) * frames_elapsed_since_hit);
sprite_colour.b = ((1.f / HIT_CONFIRM_DURATION) * frames_elapsed_since_hit);
}
}
sprite_colour.a *= entity->action.sprite_alpha;
TELY_Render_TextureColourV4(renderer,
sprite.sheet->tex_handle,
src_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotate radians*/,
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, entity->action.sprite_alpha));
sprite_colour);
if (entity->converted_faction) {
Dqn_V2 label_p = Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0, -0.25f));
@@ -3600,8 +3640,8 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F9 %s god mode", game->play.god_mode ? "Disable" : "Enable"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F10 %s noclip", player->flags & FP_GameEntityFlag_NoClip ? "Disable" : "Enable"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F11 Building inventory +1"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " F12 %s by enemies", player->faction == FP_GameEntityFaction_Nil ? "Attacked" : "Ignored"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " 1 %s HUD", game->play.debug_hide_hud ? "Show" : "Hide"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, " 2 %s by enemies", player->faction == FP_GameEntityFaction_Nil ? "Attacked" : "Ignored"); draw_p.y += TELY_Render_FontHeight(renderer, assets);
TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer);
@@ -3656,14 +3696,15 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
player->inventory.kennels += 1;
}
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F12)) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_1))
game->play.debug_hide_hud = !game->play.debug_hide_hud;
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_2)) {
player->faction = player->faction == FP_GameEntityFaction_Nil
? FP_GameEntityFaction_Friendly
: FP_GameEntityFaction_Nil;
}
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_1))
game->play.debug_hide_hud = !game->play.debug_hide_hud;
}
}
+4
View File
@@ -195,6 +195,7 @@ struct FP_GameEntity
Dqn_V2 attack_box_size;
Dqn_V2 attack_box_offset;
bool attack_processed;
Dqn_usize hit_on_frame;
bool is_dying;
uint64_t last_attack_timestamp;
uint64_t attack_cooldown_ms;
@@ -257,8 +258,11 @@ struct FP_GameCamera
{
Dqn_V2 size;
Dqn_V2 world_pos;
Dqn_V2 world_pos_target;
Dqn_f32 rotate_rads;
Dqn_V2 scale;
Dqn_f32 shake_intensity;
Dqn_f64 shake_duration;
};
enum FP_GameAudio