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4 Commits
95a8714513
...
efec333b61
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efec333b61 | |||
98e3245682 | |||
1889b9f9c5 | |||
2102ffa094 |
BIN
Data/Audio/ching.ogg
(Stored with Git LFS)
BIN
Data/Audio/ching.ogg
(Stored with Git LFS)
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BIN
Data/Audio/church.ogg
(Stored with Git LFS)
Normal file
BIN
Data/Audio/church.ogg
(Stored with Git LFS)
Normal file
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BIN
Data/Audio/woosh.ogg
(Stored with Git LFS)
Normal file
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Data/Audio/woosh.ogg
(Stored with Git LFS)
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Data/Audio/woosh.wav
(Stored with Git LFS)
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Data/Audio/woosh.wav
(Stored with Git LFS)
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2
External/tely
vendored
2
External/tely
vendored
@ -1 +1 @@
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|||||||
Subproject commit c63954d31b0c99203c5dc752494bbaefd59128f0
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Subproject commit 595e3c7f1e70aab8e51620682291aa2ba6c02b7f
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728
feely_pona.cpp
728
feely_pona.cpp
File diff suppressed because it is too large
Load Diff
@ -14,7 +14,7 @@ static bool FP_Entity_IsBuildingForMobs(FP_GameEntity *entity)
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static Dqn_f32 FP_Entity_CalcSpriteScaleForDesiredHeight(FP_Game *game, FP_Meters height, Dqn_Rect sprite_rect)
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static Dqn_f32 FP_Entity_CalcSpriteScaleForDesiredHeight(FP_Game *game, FP_Meters height, Dqn_Rect sprite_rect)
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{
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{
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Dqn_f32 sprite_in_meters = FP_Game_PixelsToMetersNx1(game, sprite_rect.size.y);
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Dqn_f32 sprite_in_meters = FP_Game_PixelsToMetersNx1(game->play, sprite_rect.size.y);
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Dqn_f32 result = height.meters / sprite_in_meters;
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Dqn_f32 result = height.meters / sprite_in_meters;
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return result;
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return result;
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}
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}
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@ -318,7 +318,7 @@ static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, DQ
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entity->attack_cooldown_ms = 1000;
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entity->attack_cooldown_ms = 1000;
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entity->faction = FP_GameEntityFaction_Foe;
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entity->faction = FP_GameEntityFaction_Foe;
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entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.7f, entity->sprite_height.meters * .5f);
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entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.7f, entity->sprite_height.meters * .5f);
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FP_Entity_AddDebugEditorFlags(game, entity->handle);
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FP_Entity_AddDebugEditorFlags(game, entity->handle);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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@ -341,7 +341,7 @@ static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, D
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entity->is_dying = false;
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entity->is_dying = false;
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entity->local_pos = pos;
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entity->local_pos = pos;
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entity->attack_cooldown_ms = 1000;
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entity->attack_cooldown_ms = 1000;
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entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.7f, entity->sprite_height.meters * .6f);
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entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.7f, entity->sprite_height.meters * .6f);
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FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
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FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
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entity->sprite_height = render_data.height;
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entity->sprite_height = render_data.height;
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@ -375,7 +375,7 @@ static FP_GameEntityHandle FP_Entity_CreateCatfish(FP_Game *game, Dqn_V2 pos, DQ
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FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
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FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
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entity->attack_cooldown_ms = 1000;
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entity->attack_cooldown_ms = 1000;
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entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.7f, entity->sprite_height.meters * .6f);
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entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.7f, entity->sprite_height.meters * .6f);
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FP_Entity_AddDebugEditorFlags(game, entity->handle);
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FP_Entity_AddDebugEditorFlags(game, entity->handle);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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@ -434,7 +434,7 @@ static FP_GameEntityHandle FP_Entity_CreateMobSpawner(FP_Game *game, Dqn_V2 pos,
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FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
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FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
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entity->spawn_cap = spawn_cap;
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entity->spawn_cap = spawn_cap;
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entity->spawn_list = FP_SentinelList_Init<FP_GameEntityHandle>(game->chunk_pool);
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entity->spawn_list = FP_SentinelList_Init<FP_GameEntityHandle>(game->play.chunk_pool);
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return result;
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return result;
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}
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}
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@ -456,10 +456,10 @@ static FP_GameEntityHandle FP_Entity_CreateTerry(FP_Game *game, Dqn_V2 pos, DQN_
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FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
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FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
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entity->attack_cooldown_ms = 500;
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entity->attack_cooldown_ms = 500;
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entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.5f, entity->sprite_height.meters * .6f);
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entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.5f, entity->sprite_height.meters * .6f);
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entity->hp_cap = FP_DEFAULT_DAMAGE * 3;
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entity->hp_cap = FP_DEFAULT_DAMAGE * 3;
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entity->hp = entity->hp_cap;
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entity->hp = entity->hp_cap;
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entity->coins = 0;//1'000'000;
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entity->coins = 1'000'000;
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FP_Entity_AddDebugEditorFlags(game, result);
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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@ -756,7 +756,7 @@ static FP_GameEntityHandle FP_Entity_CreatePhoneMessageProjectile(FP_Game *game,
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entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f));
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entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f));
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entity->attack_box_offset = entity->local_hit_box_offset;
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entity->attack_box_offset = entity->local_hit_box_offset;
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entity->attack_box_size = entity->local_hit_box_size;
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entity->attack_box_size = entity->local_hit_box_size;
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entity->ttl_end_timestamp = game->clock_ms + 1000;
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entity->ttl_end_timestamp = game->play.clock_ms + 1000;
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entity->projectile_owner = owner;
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entity->projectile_owner = owner;
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entity->faction = FP_GameEntityFaction_Friendly;
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entity->faction = FP_GameEntityFaction_Friendly;
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return result;
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return result;
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@ -3,13 +3,13 @@
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#include "feely_pona_unity.h"
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#include "feely_pona_unity.h"
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#endif
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#endif
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#define FP_Game_MetersToPixelsNx1(game, val) ((val) * (game)->meters_to_pixels)
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#define FP_Game_MetersToPixelsNx1(game, val) ((val) * (game).meters_to_pixels)
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#define FP_Game_MetersToPixelsNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (game)->meters_to_pixels)
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#define FP_Game_MetersToPixelsNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (game).meters_to_pixels)
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#define FP_Game_MetersToPixelsV2(game, xy) (xy * (game)->meters_to_pixels)
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#define FP_Game_MetersToPixelsV2(game, xy) (xy * (game).meters_to_pixels)
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#define FP_Game_PixelsToMetersNx1(game, val) ((val) * (1.f/(game)->meters_to_pixels))
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#define FP_Game_PixelsToMetersNx1(game, val) ((val) * (1.f/(game).meters_to_pixels))
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#define FP_Game_PixelsToMetersNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (1.f/(game)->meters_to_pixels))
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#define FP_Game_PixelsToMetersNx2(game, x, y) (Dqn_V2_InitNx2(x, y) * (1.f/(game).meters_to_pixels))
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#define FP_Game_PixelsToMetersV2(game, xy) (xy * (1.f/(game)->meters_to_pixels))
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#define FP_Game_PixelsToMetersV2(game, xy) (xy * (1.f/(game).meters_to_pixels))
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static bool operator==(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
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static bool operator==(FP_GameEntityHandle const &lhs, FP_GameEntityHandle const &rhs)
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{
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{
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@ -50,12 +50,12 @@ static FP_GameEntity *FP_Game_GetEntity(FP_Game *game, FP_GameEntityHandle handl
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if (!game)
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if (!game)
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return result;
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return result;
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result = game->entities.data;
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result = game->play.entities.data;
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uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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if (index_from_handle >= game->entities.size)
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if (index_from_handle >= game->play.entities.size)
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return result;
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return result;
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FP_GameEntity *candidate = game->entities.data + index_from_handle;
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FP_GameEntity *candidate = game->play.entities.data + index_from_handle;
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if (candidate->handle == handle)
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if (candidate->handle == handle)
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result = candidate;
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result = candidate;
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return result;
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return result;
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@ -167,24 +167,24 @@ static bool FP_Game_DFSPostOrderWalkEntityTree(FP_Game *game, FP_GameEntityItera
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// NOTE: Parent entity
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// NOTE: Parent entity
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static void FP_Game_PushParentEntity(FP_Game *game, FP_GameEntityHandle handle)
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static void FP_Game_PushParentEntity(FP_Game *game, FP_GameEntityHandle handle)
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{
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{
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DQN_ASSERTF(game->parent_entity_stack.size >= 1, "Sentinel/nil entity has not been assigned as the 0th slot yet");
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DQN_ASSERTF(game->play.parent_entity_stack.size >= 1, "Sentinel/nil entity has not been assigned as the 0th slot yet");
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if (game)
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if (game)
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Dqn_FArray_Add(&game->parent_entity_stack, handle);
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Dqn_FArray_Add(&game->play.parent_entity_stack, handle);
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}
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}
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static void FP_Game_PopParentEntity(FP_Game *game)
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static void FP_Game_PopParentEntity(FP_Game *game)
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{
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{
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// NOTE: 0th slot is reserved for the nil entity
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// NOTE: 0th slot is reserved for the nil entity
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if (game && game->parent_entity_stack.size > 1)
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if (game && game->play.parent_entity_stack.size > 1)
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Dqn_FArray_PopBack(&game->parent_entity_stack, 1);
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Dqn_FArray_PopBack(&game->play.parent_entity_stack, 1);
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}
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}
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static FP_GameEntityHandle FP_Game_ActiveParentEntity(FP_Game const *game)
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static FP_GameEntityHandle FP_Game_ActiveParentEntity(FP_Game const *game)
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{
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{
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FP_GameEntityHandle result = {};
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FP_GameEntityHandle result = {};
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if (!game || !game->parent_entity_stack.size)
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if (!game || !game->play.parent_entity_stack.size)
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return result;
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return result;
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result = game->parent_entity_stack.data[game->parent_entity_stack.size - 1];
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result = game->play.parent_entity_stack.data[game->play.parent_entity_stack.size - 1];
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return result;
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return result;
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}
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}
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@ -201,28 +201,28 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_
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if (!game)
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if (!game)
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return result;
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return result;
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DQN_ASSERTF(game->entities.size > 0, "Sentinel/nil entity has not been initialised yet");
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DQN_ASSERTF(game->play.entities.size > 0, "Sentinel/nil entity has not been initialised yet");
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DQN_ASSERTF(game->root_entity, "Sentinel/nil entity has not been assigned yet");
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DQN_ASSERTF(game->play.root_entity, "Sentinel/nil entity has not been assigned yet");
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result = game->root_entity; // TODO(doyle): Root entity or ... the nil entity?
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result = game->play.root_entity; // TODO(doyle): Root entity or ... the nil entity?
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if (game->entity_free_list) {
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if (game->play.entity_free_list) {
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result = game->entity_free_list;
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result = game->play.entity_free_list;
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game->entity_free_list = game->entity_free_list->next;
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game->play.entity_free_list = game->play.entity_free_list->next;
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result->next = nullptr;
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result->next = nullptr;
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} else {
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} else {
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if (game->entities.size >= (FP_GAME_ENTITY_HANDLE_INDEX_MAX + 1))
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if (game->play.entities.size >= (FP_GAME_ENTITY_HANDLE_INDEX_MAX + 1))
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return result;
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return result;
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result = Dqn_VArray_Make(&game->entities, Dqn_ZeroMem_Yes);
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result = Dqn_VArray_Make(&game->play.entities, Dqn_ZeroMem_Yes);
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if (!result)
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if (!result)
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return result;
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return result;
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result->handle.id = (game->entities.size - 1) & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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result->handle.id = (game->play.entities.size - 1) & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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}
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}
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result->sprite_height.meters = 1;
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result->sprite_height.meters = 1;
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result->parent = FP_Game_ActiveParentEntityPointer(game);
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result->parent = FP_Game_ActiveParentEntityPointer(game);
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result->name = TELY_ChunkPool_AllocFmtFV(game->chunk_pool, fmt, args);
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result->name = TELY_ChunkPool_AllocFmtFV(game->play.chunk_pool, fmt, args);
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result->buildings_visited = FP_SentinelList_Init<FP_GameEntityHandle>(game->chunk_pool);
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result->buildings_visited = FP_SentinelList_Init<FP_GameEntityHandle>(game->play.chunk_pool);
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result->action.sprite_alpha = 1.f;
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result->action.sprite_alpha = 1.f;
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result->stamina_cap = 93;
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result->stamina_cap = 93;
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@ -251,7 +251,7 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_
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|
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DQN_ASSERT(!result->next);
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DQN_ASSERT(!result->next);
|
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DQN_ASSERT(result->handle.id);
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DQN_ASSERT(result->handle.id);
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DQN_ASSERT(result->parent->handle == game->parent_entity_stack.data[game->parent_entity_stack.size - 1]);
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DQN_ASSERT(result->parent->handle == game->play.parent_entity_stack.data[game->play.parent_entity_stack.size - 1]);
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return result;
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return result;
|
||||||
}
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}
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@ -308,7 +308,7 @@ static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle
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return;
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return;
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||||||
|
|
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uint64_t const entity_index_from_handle = entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
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uint64_t const entity_index_from_handle = entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
|
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DQN_ASSERT(entity_index_from_handle < game->entities.size);
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DQN_ASSERT(entity_index_from_handle < game->play.entities.size);
|
||||||
|
|
||||||
uint64_t const entity_generation_raw = entity->handle.id & FP_GAME_ENTITY_HANDLE_GENERATION_MASK;
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uint64_t const entity_generation_raw = entity->handle.id & FP_GAME_ENTITY_HANDLE_GENERATION_MASK;
|
||||||
uint64_t const entity_generation = entity_generation_raw >> FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
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uint64_t const entity_generation = entity_generation_raw >> FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT;
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||||||
@ -330,22 +330,23 @@ static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle
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parent->last_child = entity->prev;
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parent->last_child = entity->prev;
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||||||
|
|
||||||
if (entity->name.size)
|
if (entity->name.size)
|
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TELY_ChunkPool_Dealloc(game->chunk_pool, entity->name.data);
|
TELY_ChunkPool_Dealloc(game->play.chunk_pool, entity->name.data);
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||||||
|
|
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FP_SentinelList_Deinit(&entity->spawn_list, game->chunk_pool);
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FP_SentinelList_Deinit(&entity->spawn_list, game->play.chunk_pool);
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FP_SentinelList_Deinit(&entity->waypoints, game->chunk_pool);
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FP_SentinelList_Deinit(&entity->waypoints, game->play.chunk_pool);
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||||||
FP_SentinelList_Deinit(&entity->buildings_visited, game->chunk_pool);
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FP_SentinelList_Deinit(&entity->buildings_visited, game->play.chunk_pool);
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||||||
|
|
||||||
if (new_entity_generation > entity_generation) {
|
if (new_entity_generation > entity_generation) {
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||||||
// NOTE: Update the incremented handle disassociating all prior handles
|
// NOTE: Update the incremented handle disassociating all prior handles
|
||||||
// to this entity which would reference older generation values
|
// to this entity which would reference older generation values
|
||||||
*entity = {};
|
*entity = {};
|
||||||
|
entity->parent = game->play.root_entity;
|
||||||
entity->handle.id = entity_index_from_handle | (new_entity_generation << FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT);
|
entity->handle.id = entity_index_from_handle | (new_entity_generation << FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT);
|
||||||
|
|
||||||
// NOTE: Attach entity to the free list
|
// NOTE: Attach entity to the free list
|
||||||
entity->next = game->entity_free_list;
|
entity->next = game->play.entity_free_list;
|
||||||
entity->prev = nullptr;
|
entity->prev = nullptr;
|
||||||
game->entity_free_list = entity;
|
game->play.entity_free_list = entity;
|
||||||
} else {
|
} else {
|
||||||
// NOTE: We've cycled through all possible generations for this handle
|
// NOTE: We've cycled through all possible generations for this handle
|
||||||
// We will not increment it and freeze it so it is no longer allocated
|
// We will not increment it and freeze it so it is no longer allocated
|
||||||
@ -357,10 +358,10 @@ static void FP_Game_DetachEntityIntoFreeList(FP_Game *game, FP_GameEntityHandle
|
|||||||
static void FP_Game_DeleteEntity(FP_Game *game, FP_GameEntityHandle handle)
|
static void FP_Game_DeleteEntity(FP_Game *game, FP_GameEntityHandle handle)
|
||||||
{
|
{
|
||||||
uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
|
uint64_t index_from_handle = handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK;
|
||||||
if (!game || !DQN_CHECK(index_from_handle < game->entities.size))
|
if (!game || !DQN_CHECK(index_from_handle < game->play.entities.size))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
FP_GameEntity *root = game->entities.data + index_from_handle;
|
FP_GameEntity *root = game->play.entities.data + index_from_handle;
|
||||||
if (root->handle != handle)
|
if (root->handle != handle)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
@ -381,8 +382,8 @@ static Dqn_V2 FP_Game_CalcEntityWorldPos(FP_Game const *game, FP_GameEntityHandl
|
|||||||
if (!game)
|
if (!game)
|
||||||
return result;
|
return result;
|
||||||
|
|
||||||
FP_GameEntity const *first = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
|
FP_GameEntity const *first = FP_Game_GetEntity(DQN_CAST(FP_Game *)game, handle);
|
||||||
for (FP_GameEntity const *entity = first; entity != game->root_entity; entity = entity->parent)
|
for (FP_GameEntity const *entity = first; entity != game->play.root_entity; entity = entity->parent)
|
||||||
result += entity->local_pos;
|
result += entity->local_pos;
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
@ -413,6 +414,37 @@ static Dqn_Rect FP_Game_CalcEntityAttackWorldHitBox(FP_Game const *game, FP_Game
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static Dqn_FArray<Dqn_Rect, FP_GameDirection_Count> FP_Game_CalcEntityMeleeAttackBoxes(FP_Game const *game, FP_GameEntityHandle handle)
|
||||||
|
{
|
||||||
|
Dqn_FArray<Dqn_Rect, FP_GameDirection_Count> result = {};
|
||||||
|
Dqn_Rect hit_box = FP_Game_CalcEntityWorldHitBox(game, handle);
|
||||||
|
DQN_FOR_UINDEX (dir_index, FP_GameDirection_Count) {
|
||||||
|
Dqn_Rect *rect = Dqn_FArray_Make(&result, Dqn_ZeroMem_Yes);
|
||||||
|
rect->size = hit_box.size;
|
||||||
|
switch (dir_index) {
|
||||||
|
case FP_GameDirection_Left: {
|
||||||
|
rect->pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(-1.f, 0.f));
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case FP_GameDirection_Right: {
|
||||||
|
rect->pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(+1.f, 0.f));
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case FP_GameDirection_Up: {
|
||||||
|
rect->pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(0.f, -1.f));
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case FP_GameDirection_Down: {
|
||||||
|
rect->pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(0.f, +1.f));
|
||||||
|
} break;
|
||||||
|
|
||||||
|
case FP_GameDirection_Count: break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
static Dqn_Rect FP_Game_CalcEntityArrayWorldBoundingBox(FP_Game const *game, FP_GameEntityHandle const *handles, Dqn_usize count)
|
static Dqn_Rect FP_Game_CalcEntityArrayWorldBoundingBox(FP_Game const *game, FP_GameEntityHandle const *handles, Dqn_usize count)
|
||||||
{
|
{
|
||||||
Dqn_Rect result = {};
|
Dqn_Rect result = {};
|
||||||
@ -472,19 +504,19 @@ static void FP_Game_EntityActionReset(FP_Game *game, FP_GameEntityHandle entity_
|
|||||||
if (!entity)
|
if (!entity)
|
||||||
return;
|
return;
|
||||||
entity->action.sprite = sprite;
|
entity->action.sprite = sprite;
|
||||||
entity->action.started_at_clock_ms = game->clock_ms;
|
entity->action.started_at_clock_ms = game->play.clock_ms;
|
||||||
entity->action.end_at_clock_ms = DQN_MAX(duration_ms, game->clock_ms + duration_ms);
|
entity->action.end_at_clock_ms = DQN_MAX(duration_ms, game->play.clock_ms + duration_ms);
|
||||||
}
|
}
|
||||||
|
|
||||||
static Dqn_V2I FP_Game_WorldPosToTilePos(FP_Game *game, Dqn_V2 world_pos)
|
static Dqn_V2I FP_Game_WorldPosToTilePos(FP_Game *game, Dqn_V2 world_pos)
|
||||||
{
|
{
|
||||||
Dqn_V2I result = Dqn_V2I_InitNx2(world_pos.x / game->tile_size, world_pos.y / game->tile_size);
|
Dqn_V2I result = Dqn_V2I_InitNx2(world_pos.x / game->play.tile_size, world_pos.y / game->play.tile_size);
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
static Dqn_V2 FP_Game_TilePosToWorldPos(FP_Game *game, Dqn_V2I tile_pos)
|
static Dqn_V2 FP_Game_TilePosToWorldPos(FP_Game *game, Dqn_V2I tile_pos)
|
||||||
{
|
{
|
||||||
Dqn_V2 result = Dqn_V2_InitNx2(tile_pos.x * game->tile_size, tile_pos.y * game->tile_size);
|
Dqn_V2 result = Dqn_V2_InitNx2(tile_pos.x * game->play.tile_size, tile_pos.y * game->play.tile_size);
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -495,8 +527,8 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
|
|||||||
Dqn_V2I dest_tile)
|
Dqn_V2I dest_tile)
|
||||||
{
|
{
|
||||||
Dqn_Profiler_ZoneScopeWithIndex("FP_Update: A*", FP_ProfileZone_FPUpdate_AStar);
|
Dqn_Profiler_ZoneScopeWithIndex("FP_Update: A*", FP_ProfileZone_FPUpdate_AStar);
|
||||||
Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / game->tile_size);
|
Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / game->play.tile_size);
|
||||||
Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / game->tile_size);
|
Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / game->play.tile_size);
|
||||||
|
|
||||||
Dqn_Slice<Dqn_V2I> result = {};
|
Dqn_Slice<Dqn_V2I> result = {};
|
||||||
if (dest_tile.x < 0 || dest_tile.x > tile_count_x ||
|
if (dest_tile.x < 0 || dest_tile.x > tile_count_x ||
|
||||||
@ -509,7 +541,7 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
|
|||||||
// NOTE: Enumerate the entities that are collidable ============================================
|
// NOTE: Enumerate the entities that are collidable ============================================
|
||||||
bool dest_tile_is_non_traversable = false;
|
bool dest_tile_is_non_traversable = false;
|
||||||
auto zone_enum_collidables = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: A* enumerate collidables"), FP_ProfileZone_FPUpdate_AStarEnumerateCollidables);
|
auto zone_enum_collidables = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: A* enumerate collidables"), FP_ProfileZone_FPUpdate_AStarEnumerateCollidables);
|
||||||
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity); ) {
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
|
||||||
FP_GameEntity const *walk_entity = it.entity;
|
FP_GameEntity const *walk_entity = it.entity;
|
||||||
if (entity == walk_entity->handle)
|
if (entity == walk_entity->handle)
|
||||||
continue;
|
continue;
|
||||||
@ -644,7 +676,7 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
|
|||||||
for (uint32_t old_index = 1 /*Sentinel*/; old_index < astar_info.occupied; old_index++) {
|
for (uint32_t old_index = 1 /*Sentinel*/; old_index < astar_info.occupied; old_index++) {
|
||||||
Dqn_DSMapSlot<FP_GameAStarNode> const *slot = astar_info.slots + old_index;
|
Dqn_DSMapSlot<FP_GameAStarNode> const *slot = astar_info.slots + old_index;
|
||||||
FP_GameAStarNode const *node = &slot->value;
|
FP_GameAStarNode const *node = &slot->value;
|
||||||
Dqn_V2 pos = FP_Game_TilePosToWorldPos(game, node->tile) + (game->tile_size * .5f);
|
Dqn_V2 pos = FP_Game_TilePosToWorldPos(game, node->tile) + (game->play.tile_size * .5f);
|
||||||
TELY_Render_CircleColourV4(renderer, pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_BLUE_CADET_V4);
|
TELY_Render_CircleColourV4(renderer, pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_BLUE_CADET_V4);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
@ -737,7 +769,7 @@ FP_GameFindClosestEntityResult FP_Game_FindClosestEntityWithType(FP_Game *game,
|
|||||||
result.dist_squared = DQN_F32_MAX;
|
result.dist_squared = DQN_F32_MAX;
|
||||||
result.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
|
result.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
|
||||||
|
|
||||||
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
|
||||||
FP_GameEntity *it_entity = it.entity;
|
FP_GameEntity *it_entity = it.entity;
|
||||||
if (it_entity->type != type)
|
if (it_entity->type != type)
|
||||||
continue;
|
continue;
|
||||||
@ -791,11 +823,11 @@ static void FP_Game_EntityTransitionState(FP_Game *game, FP_GameEntity *entity,
|
|||||||
case FP_EntityType_Terry: {
|
case FP_EntityType_Terry: {
|
||||||
if (desired_state == FP_EntityTerryState_Attack ||
|
if (desired_state == FP_EntityTerryState_Attack ||
|
||||||
desired_state == FP_EntityTerryState_RangeAttack) {
|
desired_state == FP_EntityTerryState_RangeAttack) {
|
||||||
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
|
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
|
||||||
// NOTE: Cooldown not met do not transition
|
// NOTE: Cooldown not met do not transition
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
entity->last_attack_timestamp = game->clock_ms;
|
entity->last_attack_timestamp = game->play.clock_ms;
|
||||||
|
|
||||||
if (desired_state == FP_EntityTerryState_RangeAttack) {
|
if (desired_state == FP_EntityTerryState_RangeAttack) {
|
||||||
if (entity->terry_mobile_data_plan < FP_TERRY_MOBILE_DATA_PER_RANGE_ATTACK)
|
if (entity->terry_mobile_data_plan < FP_TERRY_MOBILE_DATA_PER_RANGE_ATTACK)
|
||||||
@ -809,31 +841,31 @@ static void FP_Game_EntityTransitionState(FP_Game *game, FP_GameEntity *entity,
|
|||||||
|
|
||||||
case FP_EntityType_Smoochie: {
|
case FP_EntityType_Smoochie: {
|
||||||
if (desired_state == FP_EntitySmoochieState_Attack) {
|
if (desired_state == FP_EntitySmoochieState_Attack) {
|
||||||
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
|
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
|
||||||
// NOTE: Cooldown not met do not transition
|
// NOTE: Cooldown not met do not transition
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
entity->last_attack_timestamp = game->clock_ms;
|
entity->last_attack_timestamp = game->play.clock_ms;
|
||||||
}
|
}
|
||||||
} break;
|
} break;
|
||||||
|
|
||||||
case FP_EntityType_Clinger: {
|
case FP_EntityType_Clinger: {
|
||||||
if (desired_state == FP_EntityClingerState_Attack) {
|
if (desired_state == FP_EntityClingerState_Attack) {
|
||||||
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
|
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
|
||||||
// NOTE: Cooldown not met do not transition
|
// NOTE: Cooldown not met do not transition
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
entity->last_attack_timestamp = game->clock_ms;
|
entity->last_attack_timestamp = game->play.clock_ms;
|
||||||
}
|
}
|
||||||
} break;
|
} break;
|
||||||
|
|
||||||
case FP_EntityType_Catfish: {
|
case FP_EntityType_Catfish: {
|
||||||
if (desired_state == FP_EntityClingerState_Attack) {
|
if (desired_state == FP_EntityClingerState_Attack) {
|
||||||
if (!FP_Game_CanEntityAttack(entity, game->clock_ms)) {
|
if (!FP_Game_CanEntityAttack(entity, game->play.clock_ms)) {
|
||||||
// NOTE: Cooldown not met do not transition
|
// NOTE: Cooldown not met do not transition
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
entity->last_attack_timestamp = game->clock_ms;
|
entity->last_attack_timestamp = game->play.clock_ms;
|
||||||
}
|
}
|
||||||
} break;
|
} break;
|
||||||
|
|
||||||
@ -893,3 +925,4 @@ static void FP_GameRenderCameraFollowScanlines(TELY_Renderer *renderer,
|
|||||||
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.1f), scanline_thickness);
|
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.1f), scanline_thickness);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -260,6 +260,9 @@ enum FP_GameAudio
|
|||||||
FP_GameAudio_TestAudio,
|
FP_GameAudio_TestAudio,
|
||||||
FP_GameAudio_TerryHit,
|
FP_GameAudio_TerryHit,
|
||||||
FP_GameAudio_Smooch,
|
FP_GameAudio_Smooch,
|
||||||
|
FP_GameAudio_Woosh,
|
||||||
|
FP_GameAudio_Ching,
|
||||||
|
FP_GameAudio_Church,
|
||||||
FP_GameAudio_Count,
|
FP_GameAudio_Count,
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -274,27 +277,17 @@ enum FP_GameState
|
|||||||
{
|
{
|
||||||
FP_GameState_IntroScreen,
|
FP_GameState_IntroScreen,
|
||||||
FP_GameState_Play,
|
FP_GameState_Play,
|
||||||
|
FP_GameState_WinGame,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct FP_Game
|
struct FP_GamePlay
|
||||||
{
|
{
|
||||||
Dqn_f32 delta_s_accumulator;
|
|
||||||
uint16_t tile_size;
|
|
||||||
TELY_ChunkPool *chunk_pool;
|
TELY_ChunkPool *chunk_pool;
|
||||||
TELY_AssetFontHandle inter_regular_font_large;
|
uint16_t tile_size;
|
||||||
TELY_AssetFontHandle inter_regular_font;
|
Dqn_f32 delta_s_accumulator;
|
||||||
TELY_AssetFontHandle inter_italic_font;
|
Dqn_Arena arena;
|
||||||
TELY_AssetFontHandle jetbrains_mono_font;
|
|
||||||
TELY_AssetFontHandle talkco_font;
|
|
||||||
TELY_AssetFontHandle talkco_font_large;
|
|
||||||
TELY_AssetAudioHandle audio[FP_GameAudio_Count];
|
|
||||||
|
|
||||||
Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
|
|
||||||
TELY_AssetSpriteSheet hero_sprite_sheet;
|
|
||||||
Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
|
|
||||||
Dqn_VArray<FP_GameEntity> entities;
|
Dqn_VArray<FP_GameEntity> entities;
|
||||||
|
Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
|
||||||
TELY_AssetSpriteSheet atlas_sprite_sheet;
|
|
||||||
|
|
||||||
FP_GameEntity *root_entity;
|
FP_GameEntity *root_entity;
|
||||||
FP_GameEntity *entity_free_list;
|
FP_GameEntity *entity_free_list;
|
||||||
@ -318,14 +311,13 @@ struct FP_Game
|
|||||||
FP_GameEntityHandle prev_active_entity;
|
FP_GameEntityHandle prev_active_entity;
|
||||||
|
|
||||||
FP_GameCamera camera;
|
FP_GameCamera camera;
|
||||||
TELY_RFui rfui;
|
|
||||||
|
|
||||||
Dqn_f32 meters_to_pixels;
|
Dqn_f32 meters_to_pixels;
|
||||||
uint64_t clock_ms;
|
uint64_t clock_ms;
|
||||||
uint64_t update_counter;
|
uint64_t update_counter;
|
||||||
Dqn_PCG32 rng;
|
Dqn_PCG32 rng;
|
||||||
|
|
||||||
bool debug_ui;
|
bool debug_ui;
|
||||||
|
bool god_mode;
|
||||||
FP_GameInGameMenu in_game_menu;
|
FP_GameInGameMenu in_game_menu;
|
||||||
bool build_mode_can_place_building;
|
bool build_mode_can_place_building;
|
||||||
Dqn_usize build_mode_building_index;
|
Dqn_usize build_mode_building_index;
|
||||||
@ -341,6 +333,22 @@ struct FP_Game
|
|||||||
FP_GameState state;
|
FP_GameState state;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct FP_Game
|
||||||
|
{
|
||||||
|
TELY_AssetFontHandle inter_regular_font_large;
|
||||||
|
TELY_AssetFontHandle inter_regular_font;
|
||||||
|
TELY_AssetFontHandle inter_italic_font;
|
||||||
|
TELY_AssetFontHandle jetbrains_mono_font;
|
||||||
|
TELY_AssetFontHandle talkco_font;
|
||||||
|
TELY_AssetFontHandle talkco_font_large;
|
||||||
|
TELY_AssetAudioHandle audio[FP_GameAudio_Count];
|
||||||
|
Dqn_Slice<TELY_AssetSpriteAnimation> hero_sprite_anims;
|
||||||
|
TELY_AssetSpriteSheet hero_sprite_sheet;
|
||||||
|
TELY_AssetSpriteSheet atlas_sprite_sheet;
|
||||||
|
TELY_RFui rfui;
|
||||||
|
FP_GamePlay play;
|
||||||
|
};
|
||||||
|
|
||||||
struct FP_GameAStarNode
|
struct FP_GameAStarNode
|
||||||
{
|
{
|
||||||
Dqn_usize cost;
|
Dqn_usize cost;
|
||||||
|
@ -350,11 +350,11 @@ void FP_UnitTests(TELY_Platform *platform)
|
|||||||
TELY_ChunkPool chunk_pool = {};
|
TELY_ChunkPool chunk_pool = {};
|
||||||
chunk_pool.arena = &platform->arena;
|
chunk_pool.arena = &platform->arena;
|
||||||
|
|
||||||
FP_Game *game = Dqn_Arena_New(&platform->arena, FP_Game, Dqn_ZeroMem_Yes);
|
FP_Game *game = Dqn_Arena_New(&platform->arena, FP_Game, Dqn_ZeroMem_Yes);
|
||||||
game->chunk_pool = &chunk_pool;
|
game->play.chunk_pool = &chunk_pool;
|
||||||
game->entities = Dqn_VArray_Init<FP_GameEntity>(&platform->arena, 1024 * 8);
|
game->play.entities = Dqn_VArray_Init<FP_GameEntity>(&platform->arena, 1024 * 8);
|
||||||
game->root_entity = Dqn_VArray_Make(&game->entities, Dqn_ZeroMem_No);
|
game->play.root_entity = Dqn_VArray_Make(&game->play.entities, Dqn_ZeroMem_No);
|
||||||
Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle);
|
Dqn_FArray_Add(&game->play.parent_entity_stack, game->play.root_entity->handle);
|
||||||
|
|
||||||
{
|
{
|
||||||
// NOTE: Setup entity-tree =================================================================
|
// NOTE: Setup entity-tree =================================================================
|
||||||
@ -384,7 +384,7 @@ void FP_UnitTests(TELY_Platform *platform)
|
|||||||
|
|
||||||
FP_GameEntity *pre_order_walk[9] = {};
|
FP_GameEntity *pre_order_walk[9] = {};
|
||||||
Dqn_usize pre_order_walk_count = 0;
|
Dqn_usize pre_order_walk_count = 0;
|
||||||
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity);) {
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->play.root_entity);) {
|
||||||
DQN_ASSERT(pre_order_walk_count < DQN_ARRAY_UCOUNT(pre_order_walk));
|
DQN_ASSERT(pre_order_walk_count < DQN_ARRAY_UCOUNT(pre_order_walk));
|
||||||
pre_order_walk[pre_order_walk_count++] = it.entity;
|
pre_order_walk[pre_order_walk_count++] = it.entity;
|
||||||
}
|
}
|
||||||
@ -404,7 +404,7 @@ void FP_UnitTests(TELY_Platform *platform)
|
|||||||
|
|
||||||
FP_GameEntity *post_order_walk[9] = {};
|
FP_GameEntity *post_order_walk[9] = {};
|
||||||
Dqn_usize post_order_walk_count = 0;
|
Dqn_usize post_order_walk_count = 0;
|
||||||
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity);) {
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.root_entity);) {
|
||||||
DQN_ASSERT(post_order_walk_count < DQN_ARRAY_UCOUNT(post_order_walk));
|
DQN_ASSERT(post_order_walk_count < DQN_ARRAY_UCOUNT(post_order_walk));
|
||||||
post_order_walk[post_order_walk_count++] = it.entity;
|
post_order_walk[post_order_walk_count++] = it.entity;
|
||||||
}
|
}
|
||||||
@ -421,11 +421,11 @@ void FP_UnitTests(TELY_Platform *platform)
|
|||||||
DQN_ASSERT(post_order_walk[8] == f);
|
DQN_ASSERT(post_order_walk[8] == f);
|
||||||
|
|
||||||
// NOTE: Cleanup ===========================================================================
|
// NOTE: Cleanup ===========================================================================
|
||||||
FP_Game_DeleteEntity(game, game->root_entity->handle);
|
FP_Game_DeleteEntity(game, game->play.root_entity->handle);
|
||||||
DQN_ASSERT(game->root_entity->first_child == nullptr);
|
DQN_ASSERT(game->play.root_entity->first_child == nullptr);
|
||||||
DQN_ASSERT(game->root_entity->last_child == nullptr);
|
DQN_ASSERT(game->play.root_entity->last_child == nullptr);
|
||||||
DQN_ASSERT(game->root_entity->next == nullptr);
|
DQN_ASSERT(game->play.root_entity->next == nullptr);
|
||||||
DQN_ASSERT(game->root_entity->prev == nullptr);
|
DQN_ASSERT(game->play.root_entity->prev == nullptr);
|
||||||
DQN_ASSERT(game->root_entity->parent == nullptr);
|
DQN_ASSERT(game->play.root_entity->parent == nullptr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user