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16 changed files with 141 additions and 357 deletions

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Data/Textures/atlas.txt (Stored with Git LFS)

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Data/Textures/atlas/church_terry_dark.png (Stored with Git LFS)

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Data/Textures/atlas/kennel_terry_2.png (Stored with Git LFS)

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Data/Textures/sprite_spec.txt (Stored with Git LFS)

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2
External/tely vendored

@ -1 +1 @@
Subproject commit 8576ce00dc74f817b346994efca8610001a8eafb
Subproject commit 4ccbde6fecb8ea17f9cde73df7c06da466311f3c

View File

@ -5,40 +5,39 @@
Dqn_f32 const PHYSICS_STEP = 1 / 60.f;
Dqn_Rect FP_Game_GetBuildingPlacementRectForEntity(FP_Game *game, FP_GamePlaceableBuilding placeable_building, FP_GameEntityHandle handle)
Dqn_Rect FP_Game_GetBuildingPlacementRectForEntity(FP_Game *game, FP_GameEntityHandle handle)
{
Dqn_Rect result = {};
FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
if (FP_Game_IsNilEntity(entity))
return result;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, FP_EntityType_ClubTerry, FP_EntityClubTerryState_Idle, entity->direction);
Dqn_Rect box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
Dqn_V2 build_p = {};
switch (entity->direction) {
case FP_GameDirection_Up: {
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.5f, 0.f)) - Dqn_V2_InitNx2(0.f, render_data.render_size.h * .5f + 10.f);
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.5f, 0.f)) - Dqn_V2_InitNx2(0.f, club_terry_render_data.render_size.h * .5f + 10.f);
} break;
case FP_GameDirection_Down: {
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.5f, 1.f)) + Dqn_V2_InitNx2(0.f, render_data.render_size.h * .5f + 10.f);
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.5f, 1.f)) + Dqn_V2_InitNx2(0.f, club_terry_render_data.render_size.h * .5f + 10.f);
} break;
case FP_GameDirection_Left: {
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.0f, 0.5f)) - Dqn_V2_InitNx2(render_data.render_size.w * .5f + 10.f, 0);
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.0f, 0.5f)) - Dqn_V2_InitNx2(club_terry_render_data.render_size.w * .5f + 10.f, 0);
} break;
case FP_GameDirection_Right: {
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(1.f, 0.5f)) + Dqn_V2_InitNx2(render_data.render_size.w * .5f + 10.f, 0);
build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(1.f, 0.5f)) + Dqn_V2_InitNx2(club_terry_render_data.render_size.w * .5f + 10.f, 0);
} break;
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
}
result.size = render_data.render_size;
result.pos = build_p - (render_data.render_size * .5f);
result.size = club_terry_render_data.render_size;
result.pos = build_p - (club_terry_render_data.render_size * .5f);
return result;
}
@ -208,7 +207,6 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
case FP_EntityType_AirportTerry: break;
case FP_EntityType_ChurchTerry: break;
case FP_EntityType_KennelTerry: break;
case FP_EntityType_PhoneMessageProjectile: break;
}
if (!entity_collides_with_collider)
@ -216,9 +214,6 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
// NOTE: Sweep collider with half the radius of the source entity
Dqn_Rect collider_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, collider->handle);
if (Dqn_V2_Area(collider_world_hit_box.size) <= 0)
continue;
Dqn_Rect swept_collider_world_hit_box = collider_world_hit_box;
swept_collider_world_hit_box.pos -= (entity_world_hit_box.size * .5f);
swept_collider_world_hit_box.size += entity_world_hit_box.size;
@ -529,9 +524,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack);
} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_K) ||
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_Y)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack);
} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Run);
}
@ -549,7 +541,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
}
} break;
case FP_EntityTerryState_RangeAttack: {
case FP_EntityTerryState_AttackPhone: {
if (entering_new_state) {
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
@ -570,9 +562,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack);
} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_K) ||
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_Y)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack);
} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftControl) ||
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_A)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Dash);
@ -596,7 +585,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
} break;
}
if (*state == FP_EntityTerryState_Attack || *state == FP_EntityTerryState_RangeAttack) {
if (*state == FP_EntityTerryState_Attack || *state == FP_EntityTerryState_AttackPhone) {
DQN_ASSERT(action->sprite.anim);
uint64_t duration_ms = action->sprite.anim->count * action->sprite.anim->ms_per_frame;
@ -605,46 +594,33 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
// NOTE: Adding an attack_processed bool to make sure things only fire once
if (!entity->attack_processed && game->clock_ms >= midpoint_clock_ms) {
entity->attack_box_size = entity->local_hit_box_size;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TerryHit], 1.f);
// NOTE: Position the attack box
Dqn_V2 dir_vector = {};
switch (entity->direction) {
case FP_GameDirection_Left: {
dir_vector.x = -1.f;
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w,
entity->local_hit_box_offset.y);
} break;
case FP_GameDirection_Right: {
dir_vector.x = +1.f;
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->attack_box_size.w,
entity->local_hit_box_offset.y);
} break;
case FP_GameDirection_Up: {
dir_vector.y = -1.f;
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
entity->local_hit_box_offset.y - entity->attack_box_size.h);
} break;
case FP_GameDirection_Down: {
dir_vector.y = +1.f;
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
entity->local_hit_box_offset.y + entity->attack_box_size.h);
} break;
case FP_GameDirection_Count: break;
}
if (*state == FP_EntityTerryState_RangeAttack) {
Dqn_Rect entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
Dqn_V2 projectile_pos = entity_hit_box.pos + entity->attack_box_offset;
Dqn_V2 projectile_acceleration = FP_Game_MetersToPixelsV2(game, dir_vector * 0.25f);
FP_Entity_CreatePhoneMessageProjectile(game, projectile_pos, projectile_acceleration, "Phone Message Projectile");
} else {
entity->attack_box_size = entity->local_hit_box_size;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TerryHit], 1.f);
}
entity->attack_processed = true;
} else {
entity->attack_box_size = {};
@ -747,7 +723,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
if (entering_new_state) {
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
entity->local_hit_box_size = {};
}
if (action_has_finished)
@ -852,7 +827,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.clinger_death, TELY_AssetFlip_No);
uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
entity->local_hit_box_size = {};
}
if (action_has_finished)
@ -1108,7 +1082,6 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
if (entering_new_state) {
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
entity->local_hit_box_size = {};
}
if (action_has_finished)
@ -1249,36 +1222,14 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
if (game->clicked_entity.id) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete))
FP_Game_DeleteEntity(game, game->clicked_entity);
// NOTE: Building selector
Dqn_usize last_building_index = DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1;
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Q)) {
if (game->build_mode_building_index <= 0) {
game->build_mode_building_index = last_building_index;
} else {
game->build_mode_building_index -= 1;
}
}
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_E)) {
if (game->build_mode_building_index >= last_building_index) {
game->build_mode_building_index = 0;
} else {
game->build_mode_building_index += 1;
}
}
} else {
Dqn_f32 pan_speed = 5.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_Space))
pan_speed *= 2.5f;
game->camera.world_pos += dir_vector * pan_speed;
}
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F1))
game->debug_ui = !game->debug_ui;
Dqn_ProfilerZone update_zone = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: Entity loop"), FP_ProfileZone_FPUpdate_EntityLoop);
// NOTE: Handle input ==========================================================================
@ -1290,7 +1241,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
continue;
// NOTE: Move entity by keyboard and gamepad ===============================================
Dqn_V2 acceleration_meters_per_s = entity->constant_acceleration_per_s;
Dqn_V2 acceleration_meters_per_s = {};
if (game->clicked_entity == entity->handle) {
if (entity->flags & (FP_GameEntityFlag_MoveByKeyboard | FP_GameEntityFlag_MoveByGamepad)) {
bool move_entity = true;
@ -1310,20 +1261,15 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
move_entity = *state == FP_EntityClingerState_Run || *state == FP_EntityClingerState_Idle;
} break;
case FP_EntityType_Nil: break;
case FP_EntityType_ClubTerry: break;
case FP_EntityType_Count: break;
case FP_EntityType_Map: break;
case FP_EntityType_MerchantTerry: break;
case FP_EntityType_MerchantGraveyard: break;
case FP_EntityType_MerchantPhoneCompany: break;
case FP_EntityType_Heart: break;
case FP_EntityType_MerchantGym: break;
case FP_EntityType_AirportTerry: break;
case FP_EntityType_Catfish: break;
case FP_EntityType_ChurchTerry: break;
case FP_EntityType_KennelTerry: break;
case FP_EntityType_PhoneMessageProjectile: break;
case FP_EntityType_Nil: break;
case FP_EntityType_ClubTerry: break;
case FP_EntityType_Count: break;
case FP_EntityType_Map: break;
case FP_EntityType_MerchantTerry: break;
case FP_EntityType_MerchantGraveyard: break;
case FP_EntityType_MerchantPhoneCompany: break;
case FP_EntityType_Heart: break;
case FP_EntityType_MerchantGym: break;
}
if (move_entity) {
@ -1590,63 +1536,49 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
if (game->active_entity == entity->handle && entity->flags & FP_GameEntityFlag_MoveByMouse) {
entity->velocity = {};
acceleration_meters_per_s = {};
entity->local_pos += input->mouse_p_delta;
entity->local_pos += input->mouse_p_delta;
}
if (game->clicked_entity == entity->handle) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_H))
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F))
game->build_mode = !game->build_mode;
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F1)) {
entity->sprite_height.meters += 1;
Dqn_Log_InfoF("Height: %.1f", entity->sprite_height.meters);
}
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F2)) {
entity->sprite_height.meters -= 1;
Dqn_Log_InfoF("Height: %.1f", entity->sprite_height.meters);
}
if (entity->flags & FP_GameEntityFlag_CameraTracking)
game->camera.world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle) - Dqn_V2_InitV2I(platform->core.window_size) * .5f;
game->build_mode_can_place_building = false;
if (game->build_mode) {
FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->build_mode_building_index];
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle);
Dqn_V2 placement_pos = Dqn_Rect_Center(dest_rect);
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, entity->handle);
Dqn_V2 placement_pos = Dqn_Rect_Center(dest_rect);
for (FP_GameEntityIterator zone_it = {};
FP_Game_DFSPreOrderWalkEntityTree(game, &zone_it, game->root_entity);
!game->build_mode_can_place_building && FP_Game_DFSPostOrderWalkEntityTree(game, &zone_it, game->root_entity);
) {
FP_GameEntity *zone = zone_it.entity;
bool is_building = zone->type == FP_EntityType_KennelTerry ||
zone->type == FP_EntityType_AirportTerry ||
zone->type == FP_EntityType_ChurchTerry ||
zone->type == FP_EntityType_ClubTerry;
Dqn_Rect zone_hit_box = FP_Game_CalcEntityWorldHitBox(game, zone->handle);
if (is_building) {
if (Dqn_Rect_Intersects(zone_hit_box, dest_rect)) {
game->build_mode_can_place_building = false;
break;
}
}
FP_GameEntity *zone = zone_it.entity;
if ((zone->flags & FP_GameEntityFlag_BuildZone) == 0)
continue;
Dqn_Rect zone_hit_box = FP_Game_CalcEntityWorldHitBox(game, zone->handle);
zone_hit_box.pos += dest_rect.size * .5f;
zone_hit_box.size -= dest_rect.size;
zone_hit_box.size = Dqn_V2_Max(zone_hit_box.size, Dqn_V2_Zero);
game->build_mode_can_place_building |= Dqn_Rect_ContainsPoint(zone_hit_box, placement_pos);
game->build_mode_can_place_building = Dqn_Rect_ContainsPoint(zone_hit_box, placement_pos);
}
if (game->build_mode_can_place_building &&
TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F)) {
if (placeable_building.type == FP_EntityType_ClubTerry) {
FP_Entity_CreateClubTerry(game, placement_pos, "Club Terry");
} else if (placeable_building.type == FP_EntityType_ChurchTerry) {
FP_Entity_CreateChurchTerry(game, placement_pos, "Church Terry");
} else if (placeable_building.type == FP_EntityType_AirportTerry) {
FP_Entity_CreateAirportTerry(game, placement_pos, "Airport Terry");
} else {
DQN_ASSERT(placeable_building.type == FP_EntityType_KennelTerry);
FP_Entity_CreateKennelTerry(game, placement_pos, "Kennel Terry");
}
TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_E)) {
FP_Entity_CreateClubTerry(game, placement_pos, "Club Terry");
}
}
}
@ -1664,13 +1596,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
FP_GameEntity *entity = it.entity;
if (entity->flags & FP_GameEntityFlag_TTL) {
if (game->clock_ms >= entity->ttl_end_timestamp) {
FP_Game_DeleteEntity(game, entity->handle);
continue;
}
}
// NOTE: Derive dynmamic bounding boxes ====================================================
if (entity->flags & FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox) {
Dqn_Rect children_bbox = {};
@ -1803,8 +1728,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
case FP_EntityType_Heart: break;
case FP_EntityType_AirportTerry:
case FP_EntityType_ChurchTerry:
case FP_EntityType_KennelTerry: break;
case FP_EntityType_PhoneMessageProjectile: break;
case FP_EntityType_KennelTerry: break;
}
if (!permit_attack)
@ -1820,7 +1744,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
defender->is_dying = true;
// NOTE: Kickback ======================================================================
#if 0
Dqn_V2 defender_world_pos = Dqn_Rect_Center(defender_box);
Dqn_V2 attack_dir_vector = {};
if (attacker_world_pos.x < defender_world_pos.x)
@ -1830,7 +1753,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
Dqn_V2 attack_acceleration_meters_per_s = attack_dir_vector * 60.f;
FP_Game_MoveEntity(game, defender->handle, attack_acceleration_meters_per_s);
#endif
}
}
}
@ -2023,99 +1945,38 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
}
}
if (game->build_mode) {
if (entity->flags & FP_GameEntityFlag_BuildZone)
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_BLUE_CADET_V4, 0.5f));
}
// NOTE: Render waypoint entities ==========================================================
if (entity->flags & FP_GameEntityFlag_MobSpawner) {
Dqn_V2 start = world_pos;
for (FP_GameEntity *waypoint_entity = entity->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) {
if ((waypoint_entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint) == 0)
continue;
if (game->debug_ui) {
// NOTE: Render waypoint entities ======================================================
if (entity->flags & FP_GameEntityFlag_MobSpawner) {
Dqn_V2 start = world_pos;
for (FP_GameEntity *waypoint_entity = entity->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) {
if ((waypoint_entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint) == 0)
continue;
Dqn_V2 end = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_BLUE_CADET_V4, 2.f);
start = end;
}
}
if (entity->flags & FP_GameEntityFlag_MobSpawner)
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_BLUE_CADET_V4);
if (entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint)
TELY_Render_CircleColourV4(renderer, world_pos, 16.f /*radius*/, TELY_RenderShapeMode_Line, TELY_COLOUR_BLUE_CADET_V4);
if (entity->flags & FP_GameEntityFlag_BuildZone) {
{
Dqn_V2 line_p1 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0, 0));
Dqn_V2 line_p2 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(1, 1));
TELY_Render_LineColourV4(renderer, line_p1, line_p2, TELY_COLOUR_BLACK_V4, 2.f);
}
{
Dqn_V2 line_p1 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0, 1));
Dqn_V2 line_p2 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(1, 0));
TELY_Render_LineColourV4(renderer, line_p1, line_p2, TELY_COLOUR_BLACK_V4, 2.f);
}
}
// NOTE: Render attack box =================================================================
{
Dqn_Rect attack_box = FP_Game_CalcEntityAttackWorldHitBox(game, entity->handle);
TELY_Render_RectColourV4(renderer, attack_box, TELY_RenderShapeMode_Line, TELY_COLOUR_RED_TOMATO_V4);
}
// NOTE: Render world position =============================================================
TELY_Render_CircleColourV4(renderer, world_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
// NOTE: Render hot/active entity ==========================================================
if (game->clicked_entity == entity->handle) {
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4);
// NOTE: Draw the waypoints that the entity is moving along
Dqn_V2 start = world_pos;
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate(&entity->waypoints, &link); ) {
Dqn_V2 end = FP_Game_CalcWaypointWorldPos(game, &link->data);
TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4, 2.f);
start = end;
}
} else if (game->hot_entity == entity->handle || (entity->flags & FP_GameEntityFlag_DrawHitBox)) {
Dqn_V4 hot_colour = game->hot_entity == entity->handle ? TELY_COLOUR_RED_TOMATO_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_YELLOW_SANDY_V4, .5f);
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, hot_colour);
}
if (game->hot_entity == entity->handle) {
if (entity->name.size) {
Dqn_V2I player_tile = Dqn_V2I_InitNx2(world_pos.x / game->tile_size, world_pos.y / game->tile_size);
Dqn_f32 line_height = TELY_Render_FontHeight(renderer, &platform->assets);
Dqn_V2 draw_p = world_mouse_p;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "%.*s", DQN_STRING_FMT(entity->name)); draw_p.y += line_height;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Pos: (%.1f, %.1f)", world_pos.x, world_pos.y); draw_p.y += line_height;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Hit Box Size: %.1fx%.1f", world_hit_box.size.x, world_hit_box.size.y); draw_p.y += line_height;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Tile: %I32dx%I32d", player_tile.x, player_tile.y); draw_p.y += line_height;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Mouse Pos: (%.1f, %.1f)", world_mouse_p.x, world_mouse_p.y); draw_p.y += line_height;
}
Dqn_V2 end = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_BLUE_CADET_V4, 2.f);
start = end;
}
}
// NOTE: Render attack box =================================================================
{
Dqn_Rect attack_box = FP_Game_CalcEntityAttackWorldHitBox(game, entity->handle);
TELY_Render_RectColourV4(renderer, attack_box, TELY_RenderShapeMode_Line, TELY_COLOUR_RED_TOMATO_V4);
}
}
// NOTE: Render world position =============================================================
TELY_Render_CircleColourV4(renderer, world_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
if (!FP_Game_IsNilEntityHandle(game, game->clicked_entity)) {
// NOTE: Render building blueprint =========================================================
if (game->build_mode) {
FP_GameEntity *entity = FP_Game_GetEntity(game, game->clicked_entity);
if (game->clicked_entity == entity->handle && game->build_mode) {
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
Dqn_V2 label_p = Dqn_V2_InitNx2(platform->core.window_size.x * .5f, platform->core.window_size.y * .1f);
TELY_Render_Text(renderer, label_p, Dqn_V2_InitNx2(0.5f, 0.5f), DQN_STRING8("Build Mode"));
TELY_Render_PopTransform(renderer);
FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->build_mode_building_index];
FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle);
FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, FP_EntityType_ClubTerry, FP_EntityClubTerryState_Idle, entity->direction);
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, entity->handle);
Dqn_V4 colour = game->build_mode_can_place_building ?
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f) :
@ -2131,44 +1992,32 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
colour);
}
// NOTE: Render the building selector UI ===================================================
{
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); };
// NOTE: Render hot/active entity ==========================================================
if (game->clicked_entity == entity->handle) {
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4);
game->build_mode_building_index = DQN_CLAMP(game->build_mode_building_index, 0, DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1);
// NOTE: Draw the waypoints that the entity is moving along
Dqn_V2 start = world_pos;
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate(&entity->waypoints, &link); ) {
Dqn_V2 end = FP_Game_CalcWaypointWorldPos(game, &link->data);
TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4, 2.f);
start = end;
}
} else if (game->hot_entity == entity->handle || (entity->flags & FP_GameEntityFlag_DrawHitBox)) {
Dqn_V4 hot_colour = game->hot_entity == entity->handle ? TELY_COLOUR_RED_TOMATO_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_YELLOW_SANDY_V4, .5f);
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, hot_colour);
}
Dqn_f32 building_ui_size = 150.f;
Dqn_f32 padding = 10.f;
Dqn_f32 total_size = DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) * building_ui_size + ((DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1) * padding);
Dqn_f32 start_x = (platform->core.window_size.x * .5f) - (total_size * .5f);
DQN_FOR_UINDEX (building_index, DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS)) {
FP_GamePlaceableBuilding building = PLACEABLE_BUILDINGS[building_index];
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, building.type, building.state, FP_GameDirection_Down);
Dqn_Rect rect = Dqn_Rect_InitNx4(start_x + (building_index * building_ui_size) + (padding * building_index),
32.f,
building_ui_size,
building_ui_size);
Dqn_V4 texture_colour = TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, .5f);
Dqn_V4 outline_colour = TELY_COLOUR_WHITE_PALE_GOLDENROD_V4;
if (game->build_mode_building_index == building_index) {
outline_colour = TELY_COLOUR_RED_TOMATO_V4;
texture_colour.a = 1.f;
}
TELY_Render_RectColourV4(renderer, rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f));
TELY_Render_TextureColourV4(renderer,
render_data.sheet->tex_handle,
render_data.sheet_rect,
rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
texture_colour);
TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(renderer, rect, TELY_RenderShapeMode_Line, outline_colour);
cmd->thickness = 2.f;
if (game->hot_entity == entity->handle) {
if (entity->name.size) {
Dqn_V2I player_tile = Dqn_V2I_InitNx2(world_pos.x / game->tile_size, world_pos.y / game->tile_size);
Dqn_f32 line_height = TELY_Render_FontHeight(renderer, &platform->assets);
Dqn_V2 draw_p = world_mouse_p;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "%.*s", DQN_STRING_FMT(entity->name)); draw_p.y += line_height;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Pos: (%.1f, %.1f)", world_pos.x, world_pos.y); draw_p.y += line_height;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Hit Box Size: %.1fx%.1f", world_hit_box.size.x, world_hit_box.size.y); draw_p.y += line_height;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Tile: %I32dx%I32d", player_tile.x, player_tile.y); draw_p.y += line_height;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Mouse Pos: (%.1f, %.1f)", world_mouse_p.x, world_mouse_p.y); draw_p.y += line_height;
}
}
}
@ -2258,7 +2107,7 @@ void TELY_DLL_FrameUpdate(void *user_data)
// NOTE: UI ====================================================================================
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); };
if (game->debug_ui) {
{
// NOTE: Info bar ==========================================================================
{
TELY_RFuiResult info_bar = TELY_RFui_Row(rfui, DQN_STRING8("Info Bar"));

View File

@ -23,8 +23,8 @@ struct FP_Meters
struct FP_GlobalAnimations
{
Dqn_String8 airport_terry = DQN_STRING8("airport_terry");
Dqn_String8 airport_terry_plane = DQN_STRING8("airport_terry_plane");
Dqn_String8 airport_terry_alive = DQN_STRING8("airport_terry_alive");
Dqn_String8 airport_terry_dark = DQN_STRING8("airport_terry_dark");
Dqn_String8 catfish_attack_down = DQN_STRING8("catfish_attack_down");
Dqn_String8 catfish_attack_side = DQN_STRING8("catfish_attack_side");

View File

@ -20,7 +20,6 @@ enum FP_EntityType
FP_EntityType_MerchantTerry,
FP_EntityType_Smoochie,
FP_EntityType_Terry,
FP_EntityType_PhoneMessageProjectile,
FP_EntityType_Count,
};
@ -29,7 +28,7 @@ enum FP_EntityTerryState
FP_EntityTerryState_Nil,
FP_EntityTerryState_Idle,
FP_EntityTerryState_Attack,
FP_EntityTerryState_RangeAttack,
FP_EntityTerryState_AttackPhone,
FP_EntityTerryState_Run,
FP_EntityTerryState_Dash,
};

View File

@ -39,12 +39,12 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
}
} break;
case FP_EntityTerryState_RangeAttack: {
case FP_EntityTerryState_AttackPhone: {
switch (direction) {
case FP_GameDirection_Up: result.anim_name = g_anim_names.terry_attack_phone_up; break;
case FP_GameDirection_Down: result.anim_name = g_anim_names.terry_attack_phone_down; break;
case FP_GameDirection_Left: result.anim_name = g_anim_names.terry_attack_phone_side; result.flip = TELY_AssetFlip_X; break;
case FP_GameDirection_Right: result.anim_name = g_anim_names.terry_attack_phone_side; break;
case FP_GameDirection_Left: result.anim_name = g_anim_names.terry_attack_phone_side; break;
case FP_GameDirection_Right: result.anim_name = g_anim_names.terry_attack_phone_side; result.flip = TELY_AssetFlip_X; break;
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
}
} break;
@ -175,8 +175,8 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
FP_EntityAirportTerryState state = DQN_CAST(FP_EntityAirportTerryState)raw_state;
switch (state) {
case FP_EntityAirportTerryState_Nil: break;
case FP_EntityAirportTerryState_Idle: result.anim_name = g_anim_names.airport_terry; break;
case FP_EntityAirportTerryState_FlyPassenger: result.anim_name = g_anim_names.airport_terry; break;
case FP_EntityAirportTerryState_Idle: result.anim_name = g_anim_names.airport_terry_dark; break;
case FP_EntityAirportTerryState_FlyPassenger: result.anim_name = g_anim_names.airport_terry_alive; break;
}
} break;
@ -219,7 +219,7 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
} break;
case FP_EntityType_KennelTerry: {
result.height.meters = 3.f;
result.height.meters = 4.f;
FP_EntityKennelTerryState state = DQN_CAST(FP_EntityKennelTerryState)raw_state;
switch (state) {
case FP_EntityKennelTerryState_Nil: break;
@ -227,11 +227,6 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
}
} break;
case FP_EntityType_PhoneMessageProjectile: {
result.height.meters = 1.f;
result.anim_name = g_anim_names.terry_attack_phone_message;
} break;
case FP_EntityType_Count: DQN_INVALID_CODE_PATH; break;
}
@ -270,6 +265,12 @@ static FP_GameEntityHandle FP_Entity_CreateWaypointF(FP_Game *game, Dqn_V2 pos,
entity->local_hit_box_size = Dqn_V2_InitNx1(32);
FP_Entity_AddDebugEditorFlags(game, entity->handle);
entity->flags |= FP_GameEntityFlag_MobSpawnerWaypoint;
FP_GameShape *shape = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
shape->type = FP_GameShapeType_Circle;
shape->circle_radius = 16.f;
shape->render_mode = TELY_RenderShapeMode_Line;
shape->colour = TELY_COLOUR_BLUE_CADET_V4;
return result;
}
@ -340,28 +341,6 @@ static FP_GameEntityHandle FP_Entity_CreateCatfish(FP_Game *game, Dqn_V2 pos, ui
return result;
}
static FP_GameEntityHandle FP_Entity_CreateCatfish(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_Catfish;
entity->base_acceleration_per_s.meters = 8.f;
entity->hp = 1;
entity->is_dying = false;
entity->local_pos = pos;
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
entity->attack_cooldown_ms = 1000;
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.4f, entity->sprite_height.meters * .6f);
FP_Entity_AddDebugEditorFlags(game, entity->handle);
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable;
return result;
}
static FP_GameEntityHandle FP_Entity_CreateWallAtPos(FP_Game *game, Dqn_String8 name, Dqn_V2 pos, Dqn_V2 size)
{
FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, name.data);
@ -391,6 +370,26 @@ static FP_GameEntityHandle FP_Entity_CreatePermittedBuildZone(FP_Game *game, Dqn
entity->type = FP_EntityType_Nil;
entity->flags |= FP_GameEntityFlag_BuildZone;
FP_Entity_AddDebugEditorFlags(game, entity->handle);
FP_GameShape *wall = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
wall->type = FP_GameShapeType_Rect;
wall->p2 = entity->local_hit_box_size;
wall->colour = TELY_COLOUR_BLACK_V4;
Dqn_Rect local_hit_box = Dqn_Rect_InitV2x2(Dqn_V2_Zero, entity->local_hit_box_size);
FP_GameShape *line_1 = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
line_1->type = FP_GameShapeType_Line;
line_1->p1 = Dqn_Rect_InterpolatedPoint(local_hit_box, Dqn_V2_InitNx2(0.f, 0.f)) - size * .5f;
line_1->p2 = Dqn_Rect_InterpolatedPoint(local_hit_box, Dqn_V2_InitNx2(1.f, 1.f)) - size * .5f;
line_1->line_thickness = 1.f;
line_1->colour = TELY_COLOUR_BLACK_V4;
FP_GameShape *line_2 = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
line_2->type = FP_GameShapeType_Line;
line_2->p1 = Dqn_Rect_InterpolatedPoint(local_hit_box, Dqn_V2_InitNx2(0.f, 1.f)) - size * .5f;
line_2->p2 = Dqn_Rect_InterpolatedPoint(local_hit_box, Dqn_V2_InitNx2(1.f, 0.f)) - size * .5f;
line_2->line_thickness = 1.f;
line_2->colour = TELY_COLOUR_BLACK_V4;
return result;
}
@ -414,6 +413,13 @@ static FP_GameEntityHandle FP_Entity_CreateMobSpawner(FP_Game *game, Dqn_V2 pos,
entity->enemies_per_wave = 5;
entity->enemies_spawned_this_wave = 0;
entity->wave_cooldown_timestamp_s = 0;
FP_GameShape *shape = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
shape->type = FP_GameShapeType_Rect;
shape->p1 = {};
shape->p2 = entity->local_hit_box_size;
shape->render_mode = TELY_RenderShapeMode_Line;
shape->colour = TELY_COLOUR_BLUE_CADET_V4;
return result;
}
@ -654,32 +660,3 @@ static FP_GameEntityHandle FP_Entity_CreateAirportTerry(FP_Game *game, Dqn_V2 po
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreatePhoneMessageProjectile(FP_Game *game, Dqn_V2 pos, Dqn_V2 velocity, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_PhoneMessageProjectile;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->constant_acceleration_per_s = velocity;
entity->local_pos = pos;
entity->sprite_height = render_data.height;
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_TTL;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, render_data.render_size.h * .1f);
entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f));
entity->attack_box_offset = entity->local_hit_box_offset;
entity->attack_box_size = entity->local_hit_box_size;
entity->ttl_end_timestamp = game->clock_ms + 1000;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
return result;
}

View File

@ -388,7 +388,7 @@ static Dqn_Rect FP_Game_CalcEntityWorldHitBox(FP_Game const *game, FP_GameEntity
static Dqn_Rect FP_Game_CalcEntityAttackWorldHitBox(FP_Game const *game, FP_GameEntityHandle handle)
{
FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
FP_GameEntity *entity = FP_Game_GetEntity(DQN_CAST(FP_Game *) game, handle);
Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, handle);
Dqn_V2 half_hit_box_size = entity->attack_box_size * .5f;
Dqn_Rect result = Dqn_Rect_InitV2x2(world_pos + entity->attack_box_offset - half_hit_box_size, entity->attack_box_size);
@ -778,24 +778,22 @@ static void FP_GameRenderScanlines(TELY_Renderer *renderer, Dqn_f32 scanline_gap
{
Dqn_V2 start = Dqn_V2_InitNx2(0, y);
Dqn_V2 end = Dqn_V2_InitNx2(screen_size.w, y);
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.1f), scanline_thickness);
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f), scanline_thickness);
}
}
static void FP_GameRenderCameraFollowScanlines(TELY_Renderer *renderer,
Dqn_V2 screen_size,
Dqn_V2 camera_offset,
Dqn_f32 scanline_gap,
Dqn_f32 scanline_thickness)
static void FP_GameRenderCameraFollowScanlines(TELY_Renderer *renderer, Dqn_V2 screen_size, Dqn_V2 camera_offset, Dqn_f32 scanline_gap, Dqn_f32 scanline_thickness)
{
Dqn_f32 y_offset = camera_offset.y;
// Adjust starting y to be more negative
Dqn_f32 starting_y = -screen_size.h - 150 - y_offset;
for (Dqn_f32 y = starting_y; y < screen_size.h; y += scanline_gap + scanline_thickness) {
for (Dqn_f32 y = starting_y; y < screen_size.h; y += scanline_gap + scanline_thickness)
{
Dqn_V2 start = Dqn_V2_InitNx2(camera_offset.x, y + camera_offset.y);
Dqn_V2 end = Dqn_V2_InitNx2(screen_size.w + camera_offset.x, y + camera_offset.y);
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, 0.5f), scanline_thickness);
}
}

View File

@ -22,7 +22,6 @@ enum FP_GameEntityFlag
FP_GameEntityFlag_PointOfInterestHeart = 1 << 11,
FP_GameEntityFlag_CameraTracking = 1 << 14,
FP_GameEntityFlag_BuildZone = 1 << 15,
FP_GameEntityFlag_TTL = 1 << 16,
};
enum FP_GameShapeType
@ -151,7 +150,6 @@ struct FP_GameEntity
FP_Meters sprite_height;
FP_GameEntityAction action;
FP_Meters base_acceleration_per_s;
Dqn_V2 constant_acceleration_per_s;
Dqn_V2 velocity;
// Extra animations that are to be executed, but, don't affect the state
@ -191,8 +189,6 @@ struct FP_GameEntity
Dqn_V2 local_pos;
Dqn_f64 alive_time_s;
Dqn_FArray<FP_GameShape, 4> shapes;
Dqn_FArray<FP_GameEntityHandle, 4> projectiles;
uint64_t ttl_end_timestamp;
};
struct FP_GameEntityIterator
@ -262,8 +258,6 @@ struct FP_Game
bool build_mode;
bool build_mode_can_place_building;
bool debug_ui;
Dqn_usize build_mode_building_index;
};
struct FP_GameAStarNode
@ -282,15 +276,3 @@ struct FP_GameFindClosestEntityResult
Dqn_V2 pos;
};
struct FP_GamePlaceableBuilding
{
FP_EntityType type;
uint32_t state;
};
FP_GamePlaceableBuilding const PLACEABLE_BUILDINGS[] = {
{FP_EntityType_AirportTerry, FP_EntityAirportTerryState_Idle},
{FP_EntityType_ChurchTerry, FP_EntityChurchTerryState_Idle},
{FP_EntityType_ClubTerry, FP_EntityClubTerryState_Idle},
{FP_EntityType_KennelTerry, FP_EntityKennelTerryState_Idle},
};