16 Commits

13 changed files with 351 additions and 237 deletions
+1
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@@ -1,3 +1,4 @@
Build/ Build/
Nocheckin/ Nocheckin/
feely_pona_build.exe feely_pona_build.exe
feely_pona_version.txt
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+1 -1
+6
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@@ -6,7 +6,13 @@ set script_dir=%script_dir_backslash:~0,-1%
set build_dir=%script_dir%\Build set build_dir=%script_dir%\Build
set code_dir=%script_dir% set code_dir=%script_dir%
REM Bootstrap a version
git show -s --date=format:%%Y-%%m-%%d --format=%%cd HEAD> feely_pona_version.txt
git rev-parse --short=8 HEAD>> feely_pona_version.txt
git rev-list --count HEAD>> feely_pona_version.txt
REM Bootstrap the build program REM Bootstrap the build program
mkdir %build_dir% 2>nul
pushd %build_dir% pushd %build_dir%
cl /nologo /Z7 /W4 %code_dir%\feely_pona_build.cpp || exit /B 1 cl /nologo /Z7 /W4 %code_dir%\feely_pona_build.cpp || exit /B 1
copy feely_pona_build.exe %code_dir% 1>nul copy feely_pona_build.exe %code_dir% 1>nul
+187 -50
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@@ -309,7 +309,7 @@ static void FP_PlayReset(FP_Game *game, TELY_Platform *platform)
play->root_entity = Dqn_VArray_Make(&play->entities, Dqn_ZeroMem_No); play->root_entity = Dqn_VArray_Make(&play->entities, Dqn_ZeroMem_No);
Dqn_FArray_Add(&play->parent_entity_stack, play->root_entity->handle); Dqn_FArray_Add(&play->parent_entity_stack, play->root_entity->handle);
Dqn_PCG32_Seed(&play->rng, 0xABCDEF); Dqn_PCG32_Seed(&play->rng, platform->core.epoch_time);
// NOTE: Map =================================================================================== // NOTE: Map ===================================================================================
{ {
@@ -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"); FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(1898, 771), FP_EntityBillboardState_Strafe, "Strafe Billboard");
// NOTE: Camera ================================================================================ // 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.scale = Dqn_V2_InitNx1(1);
play->camera.size = Dqn_V2_InitNx2(1826, 1046); play->camera.size = Dqn_V2_InitNx2(1826, 1046);
} }
@@ -496,7 +496,7 @@ void TELY_DLL_Reload(void *user_data)
{ {
TELY_Platform *platform = DQN_CAST(TELY_Platform *)user_data; TELY_Platform *platform = DQN_CAST(TELY_Platform *)user_data;
Dqn_Library_SetPointer(platform->core.dqn_lib); Dqn_Library_SetPointer(platform->core.dqn_lib);
platform->func_set_window_title(DQN_STRING8("Terry Cherry"));
} }
FP_DLL_FUNCTION FP_DLL_FUNCTION
@@ -550,6 +550,8 @@ void TELY_DLL_Init(void *user_data)
controls->build_mode.scan_code = TELY_PlatformInputScanCode_H; controls->build_mode.scan_code = TELY_PlatformInputScanCode_H;
controls->strafe.scan_code = TELY_PlatformInputScanCode_L; controls->strafe.scan_code = TELY_PlatformInputScanCode_L;
controls->dash.scan_code = TELY_PlatformInputScanCode_N; controls->dash.scan_code = TELY_PlatformInputScanCode_N;
controls->buy_building.scan_code = TELY_PlatformInputScanCode_U;
controls->buy_upgrade.scan_code = TELY_PlatformInputScanCode_I;
} }
struct FP_GetClosestPortalMonkeyResult struct FP_GetClosestPortalMonkeyResult
@@ -650,7 +652,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
} }
if (we_are_clicked_entity) { if (we_are_clicked_entity) {
if (game->play.in_game_menu == FP_GameInGameMenu_Nil) { if (game->play.in_game_menu != FP_GameInGameMenu_Build) {
bool picked_up_monkey_this_frame = false; bool picked_up_monkey_this_frame = false;
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) { if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
// NOTE: Check if we are nearby a monkey and picking it up // NOTE: Check if we are nearby a monkey and picking it up
@@ -718,7 +720,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
if (we_are_clicked_entity) { if (we_are_clicked_entity) {
bool picked_up_monkey_this_frame = false; bool picked_up_monkey_this_frame = false;
if (game->play.in_game_menu == FP_GameInGameMenu_Nil) { if (game->play.in_game_menu != FP_GameInGameMenu_Build) {
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) { if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
// NOTE: Check if we are nearby a monkey and picking it up // NOTE: Check if we are nearby a monkey and picking it up
FP_GetClosestPortalMonkeyResult closest_monkey = FP_GetClosestPortalMonkey(game, entity->handle); FP_GetClosestPortalMonkeyResult closest_monkey = FP_GetClosestPortalMonkey(game, entity->handle);
@@ -975,9 +977,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
case FP_EntityClingerState_Death: { case FP_EntityClingerState_Death: {
if (entering_new_state) { if (entering_new_state) {
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.clinger_death, TELY_AssetFlip_No); uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
entity->local_hit_box_size = {}; entity->local_hit_box_size = {};
} }
@@ -1240,9 +1241,8 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
case FP_EntityCatfishState_Run: { case FP_EntityCatfishState_Run: {
if (entering_new_state || action->sprite.anim->label != render_data.anim_name) { if (entering_new_state || action->sprite.anim->label != render_data.anim_name) {
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, render_data.anim_name, render_data.flip);
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
} }
if (we_are_clicked_entity) { if (we_are_clicked_entity) {
@@ -1995,8 +1995,8 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
} }
if (entity->flags & FP_GameEntityFlag_CameraTracking) { if (entity->flags & FP_GameEntityFlag_CameraTracking) {
FP_GameCamera *camera = &game->play.camera; game->play.camera_tracking_entity = entity->handle;
camera->world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle) * camera->scale; game->play.camera.world_pos_target = FP_Game_CalcEntityWorldPos(game, entity->handle) * game->play.camera.scale;
} }
FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->play.build_mode_building_index]; FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->play.build_mode_building_index];
@@ -2131,6 +2131,8 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
} }
} }
entity->trauma01 = DQN_MAX(0.f, entity->trauma01 - 0.05f);
// NOTE: Derive dynmamic bounding boxes ==================================================== // NOTE: Derive dynmamic bounding boxes ====================================================
if (entity->flags & FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox) { if (entity->flags & FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox) {
Dqn_Rect children_bbox = {}; Dqn_Rect children_bbox = {};
@@ -2245,12 +2247,15 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
} }
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_clock_ms = game->play.update_counter;
defender->trauma01 = 1.f - (defender->hp / DQN_CAST(Dqn_f32)defender->hp_cap);
if (defender->hp <= 0) { if (defender->hp <= 0) {
if (!defender->is_dying) { if (!defender->is_dying) {
FP_GameEntity *coin_receiver = FP_Game_GetEntity(game, attacker->projectile_owner); FP_GameEntity *coin_receiver = FP_Game_GetEntity(game, attacker->projectile_owner);
if (FP_Game_IsNilEntity(coin_receiver)) if (FP_Game_IsNilEntity(coin_receiver))
coin_receiver = attacker; coin_receiver = attacker;
coin_receiver->coins += 1; coin_receiver->coins += 2;
} }
defender->is_dying = true; defender->is_dying = true;
} }
@@ -2290,11 +2295,12 @@ 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)) { if (!FP_Game_IsNilEntityHandle(game, game->play.clicked_entity)) {
Dqn_V2 window_size = Dqn_V2_InitV2I(platform->core.window_size); 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; camera->scale = window_size / camera->size;
Dqn_V2 camera_size_screen = camera->size * camera->scale; Dqn_V2 camera_size_screen = camera->size * camera->scale;
@@ -2302,12 +2308,13 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
Dqn_V2 map_screen_size = map_world_size * camera->scale; Dqn_V2 map_screen_size = map_world_size * camera->scale;
Dqn_V2 half_map_screen_size = map_screen_size * .5f; 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_target.x = DQN_MIN(camera->world_pos_target.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_target.x = DQN_MAX(camera->world_pos_target.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_target.y = DQN_MAX(camera->world_pos_target.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.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); Dqn_Profiler_EndZone(update_zone);
} }
@@ -2325,7 +2332,29 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
TELY_RFui_PushFont(rfui, game->jetbrains_mono_font); TELY_RFui_PushFont(rfui, game->jetbrains_mono_font);
TELY_RFui_PushLabelColourV4(rfui, TELY_COLOUR_BLACK_MIDNIGHT_V4); TELY_RFui_PushLabelColourV4(rfui, TELY_COLOUR_BLACK_MIDNIGHT_V4);
FP_GameCameraM2x3 camera_xforms = FP_Game_CameraModelViewM2x3(game->play.camera); FP_GameCamera shake_camera = game->play.camera;
FP_GameEntity *camera_entity = FP_Game_GetEntity(game, game->play.camera_tracking_entity);
{
// NOTE: Calculate camera position based on camera shake
Dqn_f32 trauma01 = DQN_SQUARED(camera_entity->trauma01);
if (camera_entity->type == FP_EntityType_Terry) {
// NOTE: The heart shake is trauma^3 to emphasise the severity of losing heart health
FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
trauma01 = DQN_MAX(trauma01, DQN_SQUARED(heart->trauma01) * heart->trauma01);
}
Dqn_f32 max_shake_dist = 400.f;
Dqn_f32 half_shake_dist = max_shake_dist * .5f;
Dqn_V2 shake_offset = {};
shake_offset.x = (Dqn_PCG32_NextF32(&game->play.rng) * max_shake_dist - half_shake_dist) * trauma01;
shake_offset.y = (Dqn_PCG32_NextF32(&game->play.rng) * max_shake_dist - half_shake_dist) * trauma01;
Dqn_f32 interp_rate = 5.0f * DQN_CAST(Dqn_f32)input->delta_s;
shake_camera.world_pos += shake_offset * interp_rate;
}
FP_GameCameraM2x3 camera_xforms = FP_Game_CameraModelViewM2x3(shake_camera);
TELY_Render_PushTransform(renderer, camera_xforms.model_view); TELY_Render_PushTransform(renderer, camera_xforms.model_view);
Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(camera_xforms.view_model, input->mouse_p); Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(camera_xforms.view_model, input->mouse_p);
@@ -2348,6 +2377,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4); TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4);
// NOTE: Draw entities ========================================================================= // NOTE: Draw entities =========================================================================
Dqn_V4 const colour_accent_yellow = TELY_Colour_V4InitRGBU32(0xFFE726);
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.root_entity); ) { for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
FP_GameEntity *entity = it.entity; FP_GameEntity *entity = it.entity;
if (entity->flags & FP_GameEntityFlag_OccupiedInBuilding) if (entity->flags & FP_GameEntityFlag_OccupiedInBuilding)
@@ -2431,19 +2461,31 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
if (sprite.flip & TELY_AssetFlip_Y) if (sprite.flip & TELY_AssetFlip_Y)
dest_rect.size.h *= -1.f; // NOTE: Flip the texture vertically dest_rect.size.h *= -1.f; // NOTE: Flip the texture vertically
Dqn_V4 sprite_colour = TELY_COLOUR_WHITE_V4;
if (entity->hit_on_clock_ms) {
DQN_ASSERT(game->play.clock_ms >= entity->hit_on_clock_ms);
Dqn_usize ms_since_hit = game->play.clock_ms - entity->hit_on_clock_ms;
Dqn_usize const HIT_CONFIRM_DURATION_MS = 8 * 16;
if (ms_since_hit < HIT_CONFIRM_DURATION_MS) {
sprite_colour = TELY_COLOUR_RED_V4;
sprite_colour.g = ((1.f / HIT_CONFIRM_DURATION_MS) * ms_since_hit);
sprite_colour.b = ((1.f / HIT_CONFIRM_DURATION_MS) * ms_since_hit);
}
}
sprite_colour.a *= entity->action.sprite_alpha;
TELY_Render_TextureColourV4(renderer, TELY_Render_TextureColourV4(renderer,
sprite.sheet->tex_handle, sprite.sheet->tex_handle,
src_rect, src_rect,
dest_rect, dest_rect,
Dqn_V2_Zero /*rotate origin*/, Dqn_V2_Zero /*rotate origin*/,
0.f /*rotate radians*/, 0.f /*rotate radians*/,
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, entity->action.sprite_alpha)); sprite_colour);
if (entity->converted_faction) { if (entity->converted_faction) {
Dqn_V2 label_p = Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0, -0.25f)); Dqn_V2 label_p = Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0, -0.25f));
TELY_Render_TextF(renderer, label_p, Dqn_V2_InitNx2(0.f, 0.1f), "CONVERTED"); TELY_Render_TextF(renderer, label_p, Dqn_V2_InitNx2(0.f, 0.1f), "CONVERTED");
} }
} }
DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) { DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) {
@@ -2621,7 +2663,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
case FP_EntityBillboardState_Attack: { case FP_EntityBillboardState_Attack: {
key_bind = &game->controls.attack; key_bind = &game->controls.attack;
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.65f, 0.2f)); draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.65f, 0.2f));
colour = TELY_Colour_V4InitRGBU32(0xFFE726); colour = colour_accent_yellow;
} break; } break;
case FP_EntityBillboardState_Dash: { case FP_EntityBillboardState_Dash: {
@@ -2669,9 +2711,14 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, game->play.player); Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, game->play.player);
{ {
static bool sound_played_flags[4] = {false, false, false, false}; static bool sound_played_flags[4] = {false, false, false, false};
FP_GameInventory *invent = &player->inventory; FP_GameInventory *invent = &player->inventory;
FP_GamePlay *play = &game->play;
struct FP_MerchantToMenuMapping { struct FP_MerchantToMenuMapping {
FP_GameEntityHandle merchant; FP_GameEntityHandle merchant;
Dqn_V2 *menu_pos;
Dqn_String8 upgrade_icon;
Dqn_String8 menu_anim; Dqn_String8 menu_anim;
Dqn_String8 building; Dqn_String8 building;
Dqn_V2 building_offset01; Dqn_V2 building_offset01;
@@ -2681,10 +2728,10 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
FP_GameAudio audio_type; FP_GameAudio audio_type;
bool *sound_played; bool *sound_played;
} merchants[] = { } merchants[] = {
{game->play.merchant_terry, g_anim_names.merchant_terry_menu, g_anim_names.club_terry_dark, Dqn_V2_InitNx2(0.015f, +0.04f), &invent->clubs, &invent->clubs_base_price, &invent->health_base_price, FP_GameAudio_MerchantTerry, &sound_played_flags[0]}, {play->merchant_terry, &play->merchant_terry_menu_pos, g_anim_names.icon_attack, g_anim_names.merchant_terry_menu, g_anim_names.club_terry_dark, Dqn_V2_InitNx2(0.015f, +0.04f), &invent->clubs, &invent->clubs_base_price, &invent->health_base_price, FP_GameAudio_MerchantTerry, &sound_played_flags[0]},
{game->play.merchant_graveyard, g_anim_names.merchant_graveyard_menu, g_anim_names.church_terry_dark, Dqn_V2_InitNx2(0.04f, -0.15f), &invent->churchs, &invent->churchs_base_price, &invent->stamina_base_price, FP_GameAudio_MerchantGhost, &sound_played_flags[1]}, {play->merchant_graveyard, &play->merchant_graveyard_menu_pos, g_anim_names.icon_stamina, g_anim_names.merchant_graveyard_menu, g_anim_names.church_terry_dark, Dqn_V2_InitNx2(0.04f, -0.15f), &invent->churchs, &invent->churchs_base_price, &invent->stamina_base_price, FP_GameAudio_MerchantGhost, &sound_played_flags[1]},
{game->play.merchant_gym, g_anim_names.merchant_gym_menu, g_anim_names.kennel_terry, Dqn_V2_InitNx2(0, +0), &invent->kennels, &invent->kennels_base_price, &invent->attack_base_price, FP_GameAudio_MerchantGym, &sound_played_flags[2]}, {play->merchant_gym, &play->merchant_gym_menu_pos, g_anim_names.icon_health, g_anim_names.merchant_gym_menu, g_anim_names.kennel_terry, Dqn_V2_InitNx2(0, +0), &invent->kennels, &invent->kennels_base_price, &invent->attack_base_price, FP_GameAudio_MerchantGym, &sound_played_flags[2]},
{game->play.merchant_phone_company, g_anim_names.merchant_phone_company_menu, g_anim_names.airport_terry, Dqn_V2_InitNx2(0, -0.1f), &invent->airports, &invent->airports_base_price, &invent->mobile_plan_base_price, FP_GameAudio_MerchantPhone, &sound_played_flags[3]}, {play->merchant_phone_company, &play->merchant_phone_company_menu_pos, g_anim_names.icon_phone, g_anim_names.merchant_phone_company_menu, g_anim_names.airport_terry, Dqn_V2_InitNx2(0, -0.1f), &invent->airports, &invent->airports_base_price, &invent->mobile_plan_base_price, FP_GameAudio_MerchantPhone, &sound_played_flags[3]},
}; };
bool activated_merchant = false; bool activated_merchant = false;
@@ -2715,8 +2762,30 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
Dqn_usize sprite_index = sprite->asset.anim->index + anim_frame; Dqn_usize sprite_index = sprite->asset.anim->index + anim_frame;
Dqn_Rect src_rect = sprite->asset.sheet->rects.data[sprite_index]; Dqn_Rect src_rect = sprite->asset.sheet->rects.data[sprite_index];
if (*mapping.menu_pos == Dqn_V2_Zero)
*mapping.menu_pos = world_pos;
Dqn_Rect top_rect = Dqn_Rect_InitV2x2(world_pos - (src_rect.size * .5f) - Dqn_V2_InitNx2(0.f, src_rect.size.h), src_rect.size);
Dqn_Rect bottom_rect = Dqn_Rect_InitV2x2(world_pos - (src_rect.size * .5f) + Dqn_V2_InitNx2(0.f, src_rect.size.h), src_rect.size);
// NOTE: Move the merchant menu if we overlap with it so as to not occlude the player
{
Dqn_V2 target_pos = {};
Dqn_Rect camera_entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, camera_entity->handle);
if (Dqn_Rect_Intersects(top_rect, camera_entity_hit_box)) {
target_pos = bottom_rect.pos;
} else {
target_pos = top_rect.pos;
}
// NOTE: Interpolate the menu position
*mapping.menu_pos += (target_pos - *mapping.menu_pos) * (24.f * DQN_CAST(Dqn_f32)input->delta_s);
}
merchant_menu_rect.size = src_rect.size; merchant_menu_rect.size = src_rect.size;
merchant_menu_rect.pos = world_pos - (merchant_menu_rect.size * .5f) - Dqn_V2_InitNx2(0.f, src_rect.size.y); merchant_menu_rect.pos = *mapping.menu_pos;
// NOTE: Bob the merchant menu
Dqn_f32 sin_t = DQN_SINF(DQN_CAST(Dqn_f32)input->timer_s * 3.f); Dqn_f32 sin_t = DQN_SINF(DQN_CAST(Dqn_f32)input->timer_s * 3.f);
merchant_menu_rect.pos.y += sin_t * 4.f; merchant_menu_rect.pos.y += sin_t * 4.f;
@@ -2734,7 +2803,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
} }
} }
TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4); TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4);
TELY_Render_PushFont(renderer, game->talkco_font_large); TELY_Render_PushFont(renderer, game->talkco_font_large);
DQN_DEFER { DQN_DEFER {
TELY_Render_PopFont(renderer); TELY_Render_PopFont(renderer);
@@ -2743,21 +2812,22 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
// NOTE: Render the merchant button for buildings ================== // NOTE: Render the merchant button for buildings ==================
uint64_t const buy_duration_ms = 500; uint64_t const buy_duration_ms = 500;
Dqn_V4 keybind_btn_shadow_colour = Dqn_V4_InitNx4(0.4f, 0.4f, 0.4f, 1.f);
{ {
bool const have_enough_coins = player->coins >= *mapping.building_base_price; bool const have_enough_coins = player->coins >= *mapping.building_base_price;
FP_GameKeyBind key_bind = game->controls.buy_building;
// NOTE: Buy trigger + animation =============================== // NOTE: Buy trigger + animation ===============================
{ {
TELY_PlatformInputScanCode key = game->controls.attack.scan_code;
bool trigger_buy_anim = false; bool trigger_buy_anim = false;
if (have_enough_coins) { if (have_enough_coins) {
if (TELY_Platform_InputScanCodeIsPressed(input, key)) { if (TELY_Platform_InputScanCodeIsPressed(input, key_bind.scan_code)) {
game->play.player_trigger_purchase_building_timestamp = game->play.clock_ms + buy_duration_ms; game->play.player_trigger_purchase_building_timestamp = game->play.clock_ms + buy_duration_ms;
} else if (TELY_Platform_InputScanCodeIsDown(input, key)) { } else if (TELY_Platform_InputScanCodeIsDown(input, key_bind.scan_code)) {
trigger_buy_anim = true; trigger_buy_anim = true;
if (game->play.clock_ms > game->play.player_trigger_purchase_building_timestamp) if (game->play.clock_ms > game->play.player_trigger_purchase_building_timestamp)
game->play.player_trigger_purchase_building_timestamp = game->play.clock_ms; game->play.player_trigger_purchase_building_timestamp = game->play.clock_ms;
} else if (TELY_Platform_InputScanCodeIsReleased(input, key)) { } else if (TELY_Platform_InputScanCodeIsReleased(input, key_bind.scan_code)) {
if (game->play.clock_ms > game->play.player_trigger_purchase_building_timestamp) { if (game->play.clock_ms > game->play.player_trigger_purchase_building_timestamp) {
if (mapping.inventory_count) { if (mapping.inventory_count) {
player->coins -= *mapping.building_base_price; player->coins -= *mapping.building_base_price;
@@ -2795,21 +2865,45 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
// NOTE: Render the (A) button ================================= // NOTE: Render the (A) button =================================
Dqn_V4 tex_mod_colour = have_enough_coins ? TELY_COLOUR_WHITE_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, .5f); Dqn_V4 tex_mod_colour = have_enough_coins ? TELY_COLOUR_WHITE_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, .5f);
{
// NOTE: Render the gamepad button
Dqn_Rect gamepad_btn_rect = {};
{ {
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_button_a); TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_button_a);
Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index]; Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {}; gamepad_btn_rect.size = button_rect.size * 1.5f;
dest_rect.size = button_rect.size * 1.5f; gamepad_btn_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, Dqn_V2_InitNx2(0.345f, 0.41f));
dest_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, Dqn_V2_InitNx2(0.345f, 0.5f));
TELY_Render_TextureColourV4(renderer, TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle, game->atlas_sprite_sheet.tex_handle,
button_rect, button_rect,
dest_rect, gamepad_btn_rect,
Dqn_V2_Zero /*rotate origin*/, Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/, 0.f /*rotation*/,
tex_mod_colour); tex_mod_colour);
}
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0.5f, -1)), Dqn_V2_InitNx2(0.5, 0.f), "$%u", *mapping.building_base_price); // NOTE: Render the $ cost
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(gamepad_btn_rect, Dqn_V2_InitNx2(0.5f, -0.8f)), Dqn_V2_InitNx2(0.5, 0.f), "$%u", *mapping.building_base_price);
// NOTE: Render the keyboard binding =======================================
{
DQN_ASSERT(key_bind.scan_code >= TELY_PlatformInputScanCode_A && key_bind.scan_code <= TELY_PlatformInputScanCode_Z);
char scan_code_ch = DQN_CAST(char)('A' + (key_bind.scan_code - TELY_PlatformInputScanCode_A));
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
TELY_AssetFont const *font = TELY_Render_Font(renderer, assets);
Dqn_String8 key_bind_label = Dqn_String8_InitF(scratch.allocator, "[%c]", scan_code_ch);
Dqn_Rect key_bind_rect = {};
key_bind_rect.pos = Dqn_Rect_InterpolatedPoint(gamepad_btn_rect, Dqn_V2_InitNx2(-0.1f, 1.1f));
key_bind_rect.size = TELY_Asset_MeasureText(font, key_bind_label);
key_bind_rect = Dqn_Rect_Expand(key_bind_rect, 2.f);
TELY_Render_PushColourV4(renderer, TELY_Colour_V4Alpha(colour_accent_yellow, tex_mod_colour.a));
TELY_Render_RectColourV4(renderer, key_bind_rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(keybind_btn_shadow_colour, tex_mod_colour.a));
TELY_Render_Text(renderer, Dqn_Rect_InterpolatedPoint(key_bind_rect, Dqn_V2_InitNx1(0.5f)), Dqn_V2_InitNx1(0.5f), key_bind_label);
TELY_Render_PopColourV4(renderer);
}
} }
// NOTE: Render the merchant shop item building ================ // NOTE: Render the merchant shop item building ================
@@ -2832,26 +2926,25 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
// NOTE: Render the merchant button for buildings // NOTE: Render the merchant button for buildings
{ {
bool const have_enough_coins = player->coins >= *mapping.upgrade_base_price; bool const have_enough_coins = player->coins >= *mapping.upgrade_base_price;
FP_GameKeyBind key_bind = game->controls.buy_upgrade;
// NOTE: Buy trigger + animation =============================== // NOTE: Buy trigger + animation ===============================
{ {
TELY_PlatformInputScanCode key = game->controls.range_attack.scan_code;
bool trigger_buy_anim = false; bool trigger_buy_anim = false;
if (have_enough_coins) { if (have_enough_coins) {
if (TELY_Platform_InputScanCodeIsPressed(input, key)) { if (TELY_Platform_InputScanCodeIsPressed(input, key_bind.scan_code)) {
game->play.player_trigger_purchase_upgrade_timestamp = game->play.clock_ms + buy_duration_ms; game->play.player_trigger_purchase_upgrade_timestamp = game->play.clock_ms + buy_duration_ms;
} else if (TELY_Platform_InputScanCodeIsDown(input, key)) { } else if (TELY_Platform_InputScanCodeIsDown(input, key_bind.scan_code)) {
trigger_buy_anim = true; trigger_buy_anim = true;
if (game->play.clock_ms > game->play.player_trigger_purchase_upgrade_timestamp) if (game->play.clock_ms > game->play.player_trigger_purchase_upgrade_timestamp)
game->play.player_trigger_purchase_upgrade_timestamp = game->play.clock_ms; game->play.player_trigger_purchase_upgrade_timestamp = game->play.clock_ms;
} else if (TELY_Platform_InputScanCodeIsReleased(input, key)) { } else if (TELY_Platform_InputScanCodeIsReleased(input, key_bind.scan_code)) {
if (game->play.clock_ms > game->play.player_trigger_purchase_upgrade_timestamp) { if (game->play.clock_ms > game->play.player_trigger_purchase_upgrade_timestamp) {
player->coins -= *mapping.upgrade_base_price; player->coins -= *mapping.upgrade_base_price;
*mapping.upgrade_base_price *= 1; *mapping.upgrade_base_price *= 1;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ching], 1.f); TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ching], 1.f);
if (mapping.merchant == game->play.merchant_terry) { if (mapping.merchant == game->play.merchant_terry) {
// TODO(doyle): Attack damage? Or increase attack range?
player->base_attack += DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * 1.2f); player->base_attack += DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * 1.2f);
} else if (mapping.merchant == game->play.merchant_graveyard) { } else if (mapping.merchant == game->play.merchant_graveyard) {
player->stamina_cap += DQN_CAST(uint32_t)(FP_TERRY_DASH_STAMINA_COST * .5f); player->stamina_cap += DQN_CAST(uint32_t)(FP_TERRY_DASH_STAMINA_COST * .5f);
@@ -2883,12 +2976,33 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
// NOTE: Render the (B) button ================================= // NOTE: Render the (B) button =================================
Dqn_V4 tex_mod_colour = have_enough_coins ? TELY_COLOUR_WHITE_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, .5f); Dqn_V4 tex_mod_colour = have_enough_coins ? TELY_COLOUR_WHITE_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, .5f);
{
Dqn_V2 interp_pos01 = {};
Dqn_Rect gamepad_btn_rect = {};
// NOTE: Render the gamepad button
{ {
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_button_b); TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_button_b);
Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index]; Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index];
interp_pos01 = Dqn_V2_InitNx2(0.71f, 0.41f);
gamepad_btn_rect.size = button_rect.size * 1.5f;
gamepad_btn_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, interp_pos01);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
button_rect,
gamepad_btn_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
tex_mod_colour);
}
// NOTE: Render the building
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, mapping.upgrade_icon);
Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {}; Dqn_Rect dest_rect = {};
dest_rect.size = button_rect.size * 1.5f; dest_rect.size = button_rect.size * .75f;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, Dqn_V2_InitNx2(0.75f, 0.5f)); dest_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, interp_pos01 + Dqn_V2_InitNx2(0.12f, 0.15f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer, TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle, game->atlas_sprite_sheet.tex_handle,
button_rect, button_rect,
@@ -2896,8 +3010,30 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
Dqn_V2_Zero /*rotate origin*/, Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/, 0.f /*rotation*/,
tex_mod_colour); tex_mod_colour);
}
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0.5f, -1)), Dqn_V2_InitNx2(0.5, 0.f), "$%u", *mapping.upgrade_base_price); // NOTE: Render the $ cost
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(gamepad_btn_rect, Dqn_V2_InitNx2(1.f, -0.8f)), Dqn_V2_InitNx2(0.5, 0.f), "$%u", *mapping.upgrade_base_price);
// NOTE: Render the keyboard binding =======================================
{
DQN_ASSERT(key_bind.scan_code >= TELY_PlatformInputScanCode_A && key_bind.scan_code <= TELY_PlatformInputScanCode_Z);
char scan_code_ch = DQN_CAST(char)('A' + (key_bind.scan_code - TELY_PlatformInputScanCode_A));
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
TELY_AssetFont const *font = TELY_Render_Font(renderer, assets);
Dqn_String8 key_bind_label = Dqn_String8_InitF(scratch.allocator, "[%c]", scan_code_ch);
Dqn_Rect key_bind_rect = {};
key_bind_rect.pos = Dqn_Rect_InterpolatedPoint(gamepad_btn_rect, Dqn_V2_InitNx2(-0.1f, 1.1f));
key_bind_rect.size = TELY_Asset_MeasureText(font, key_bind_label);
key_bind_rect = Dqn_Rect_Expand(key_bind_rect, 2.f);
TELY_Render_PushColourV4(renderer, TELY_Colour_V4Alpha(colour_accent_yellow, tex_mod_colour.a));
TELY_Render_RectColourV4(renderer, key_bind_rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(keybind_btn_shadow_colour, tex_mod_colour.a));
TELY_Render_Text(renderer, Dqn_Rect_InterpolatedPoint(key_bind_rect, Dqn_V2_InitNx1(0.5f)), Dqn_V2_InitNx1(0.5f), key_bind_label);
TELY_Render_PopColourV4(renderer);
}
} }
} }
} }
@@ -3600,8 +3736,8 @@ 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, " 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, " 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, " 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, " 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_PopFont(renderer);
TELY_Render_PopColourV4(renderer); TELY_Render_PopColourV4(renderer);
@@ -3656,14 +3792,15 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
player->inventory.kennels += 1; 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 player->faction = player->faction == FP_GameEntityFaction_Nil
? FP_GameEntityFaction_Friendly ? FP_GameEntityFaction_Friendly
: FP_GameEntityFaction_Nil; : FP_GameEntityFaction_Nil;
} }
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_1))
game->play.debug_hide_hud = !game->play.debug_hide_hud;
} }
} }
+1
View File
@@ -52,6 +52,7 @@ struct FP_GlobalAnimations
Dqn_String8 heart = DQN_STRING8("heart"); Dqn_String8 heart = DQN_STRING8("heart");
Dqn_String8 heart_bleed = DQN_STRING8("heart_bleed"); Dqn_String8 heart_bleed = DQN_STRING8("heart_bleed");
Dqn_String8 icon_attack = DQN_STRING8("icon_attack");
Dqn_String8 icon_health = DQN_STRING8("icon_health"); Dqn_String8 icon_health = DQN_STRING8("icon_health");
Dqn_String8 icon_money = DQN_STRING8("icon_money"); Dqn_String8 icon_money = DQN_STRING8("icon_money");
Dqn_String8 icon_phone = DQN_STRING8("icon_phone"); Dqn_String8 icon_phone = DQN_STRING8("icon_phone");
+74 -19
View File
@@ -387,6 +387,22 @@ int main(int argc, char const **argv)
uint64_t feely_pona_emscripten_timings[2] = {}; uint64_t feely_pona_emscripten_timings[2] = {};
if (target_web) { if (target_web) {
Dqn_String8 const raylib_emscripten_lib_name = DQN_STRING8("raylib_emscripten.a"); Dqn_String8 const raylib_emscripten_lib_name = DQN_STRING8("raylib_emscripten.a");
bool debug_build = false;
Dqn_List<Dqn_String8> build_specific_compile_flags = {};
if (debug_build) {
build_specific_compile_flags = Dqn_List_InitCArrayCopy<Dqn_String8>(scratch.arena, 32, {
DQN_STRING8("-s"), DQN_STRING8("ASSERTIONS=2"),
DQN_STRING8("-s"), DQN_STRING8("SAFE_HEAP=0"),
DQN_STRING8("-s"), DQN_STRING8("STACK_OVERFLOW_CHECK=2"),
DQN_STRING8("--profiling-funcs"), // Expose function names in stack trace
DQN_STRING8("-g"), // Debug symbols
});
} else {
build_specific_compile_flags = Dqn_List_InitCArrayCopy<Dqn_String8>(scratch.arena, 32, {
DQN_STRING8("-Os"), // Optimise for size
});
}
// NOTE: Compile each raylib file separately with emcc ===================================== // NOTE: Compile each raylib file separately with emcc =====================================
{ {
@@ -406,8 +422,7 @@ int main(int argc, char const **argv)
build_file.input_file_path = base_file; build_file.input_file_path = base_file;
build_file.output_file_path = Dqn_String8_InitF(scratch.allocator, "raylib_%.*s_emscripten.o", DQN_STRING_FMT(file_stem)); build_file.output_file_path = Dqn_String8_InitF(scratch.allocator, "raylib_%.*s_emscripten.o", DQN_STRING_FMT(file_stem));
raylib_emscripten_build_context.compile_files = Dqn_Slice_InitCArrayCopy(scratch.arena, {build_file}); Dqn_List<Dqn_String8> compile_flags = Dqn_List_InitCArrayCopy(scratch.arena, 32, {
raylib_emscripten_build_context.compile_flags = Dqn_Slice_InitCArrayCopy(scratch.arena, {
DQN_STRING8("cmd"), DQN_STRING8("cmd"),
DQN_STRING8("/C"), DQN_STRING8("/C"),
DQN_STRING8("emcc.bat"), DQN_STRING8("emcc.bat"),
@@ -417,6 +432,10 @@ int main(int argc, char const **argv)
DQN_STRING8("-D PLATFORM_WEB"), DQN_STRING8("-D PLATFORM_WEB"),
DQN_STRING8("-D GRAPHICS_API_OPENGL_ES2"), DQN_STRING8("-D GRAPHICS_API_OPENGL_ES2"),
}); });
Dqn_List_AddList(&compile_flags, build_specific_compile_flags);
raylib_emscripten_build_context.compile_files = Dqn_Slice_InitCArrayCopy(scratch.arena, {build_file});
raylib_emscripten_build_context.compile_flags = Dqn_List_ToSliceCopy(&compile_flags, scratch.arena);
raylib_emscripten_build_context.build_dir = build_dir; raylib_emscripten_build_context.build_dir = build_dir;
Dqn_List_Add(&raylib_emscripten_output_files, build_file.output_file_path); Dqn_List_Add(&raylib_emscripten_output_files, build_file.output_file_path);
@@ -446,11 +465,53 @@ int main(int argc, char const **argv)
} }
} }
// NOTE: feely pona emscripten ================================================================= // NOTE: feely pona emscripten =============================================================
{ {
feely_pona_emscripten_timings[0] = Dqn_OS_PerfCounterNow(); feely_pona_emscripten_timings[0] = Dqn_OS_PerfCounterNow();
DQN_DEFER { feely_pona_emscripten_timings[1] = Dqn_OS_PerfCounterNow(); }; DQN_DEFER { feely_pona_emscripten_timings[1] = Dqn_OS_PerfCounterNow(); };
// NOTE: feely pona emscripten shell =======================================================
Dqn_String8 html_shell_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/feely_pona_emscripten_shell.html", DQN_STRING_FMT(build_dir));
{
Dqn_String8 html_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/feely_pona_emscripten_shell.html", DQN_STRING_FMT(code_dir));
Dqn_String8 html_buffer = Dqn_Fs_Read(html_path, scratch.allocator);
if (!DQN_CHECKF(html_buffer.size,
"Failed to read Emscripten HTML shell file. The file at\n\n '%.*s'\n\ndoes not exist or is not readable",
DQN_STRING_FMT(html_path)))
return -1;
Dqn_String8 version_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/feely_pona_version.txt", DQN_STRING_FMT(code_dir));
Dqn_String8 version_buffer = Dqn_Fs_Read(version_path, scratch.allocator);
Dqn_String8SplitAllocResult version_parts = Dqn_String8_SplitAlloc(scratch.allocator, version_buffer, DQN_STRING8("\n"));
if (!DQN_CHECKF(version_parts.size == 3,
"Version file '%.*s' must have 3 lines containing, date, commit hash and number of commits. The buffer we tried extracting information from was\n\n%.*s\n\n",
DQN_STRING_FMT(version_path),
DQN_STRING_FMT(version_buffer))) {
return -1;
}
Dqn_String8 date = Dqn_String8_TrimWhitespaceAround(version_parts.data[0]);
Dqn_String8 commit_hash = Dqn_String8_TrimWhitespaceAround(version_parts.data[1]);
Dqn_String8 commit_count = Dqn_String8_TrimWhitespaceAround(version_parts.data[2]);
Dqn_String8 version_text = Dqn_String8_InitF(scratch.allocator,
"%.*s edition rev. %.*s-%.*s",
DQN_STRING_FMT(date),
DQN_STRING_FMT(commit_count),
DQN_STRING_FMT(commit_hash));
Dqn_String8 html_buffer_processed = Dqn_String8_Replace(html_buffer,
DQN_STRING8("@version@"),
version_text,
0 /*start_index*/,
scratch.allocator);
if (!DQN_CHECKF(Dqn_Fs_Write(html_shell_path,
html_buffer_processed),
"Failed to write Emscripten HTML shell with the project version inserted into it. We were unable to write to the target location\n\n '%.*s'\n",
DQN_STRING_FMT(html_shell_path)))
return -1;
}
// NOTE: Compile with emcc ============================================================= // NOTE: Compile with emcc =============================================================
Dqn_CPPBuildContext build_context = {}; Dqn_CPPBuildContext build_context = {};
build_context.compile_file_obj_suffix = DQN_CPP_BUILD_OBJ_SUFFIX_O; build_context.compile_file_obj_suffix = DQN_CPP_BUILD_OBJ_SUFFIX_O;
@@ -458,30 +519,24 @@ int main(int argc, char const **argv)
Dqn_CPPBuildCompileFile{{}, Dqn_FsPath_ConvertF(scratch.arena, "%.*s/feely_pona_unity_nodll.cpp", DQN_STRING_FMT(code_dir)) }, Dqn_CPPBuildCompileFile{{}, Dqn_FsPath_ConvertF(scratch.arena, "%.*s/feely_pona_unity_nodll.cpp", DQN_STRING_FMT(code_dir)) },
}); });
Dqn_String8 prefix = DQN_STRING8("Terry_Cherry"); Dqn_String8 output_name = DQN_STRING8("Terry_Cherry");
build_context.compile_flags = Dqn_Slice_InitCArrayCopy(scratch.arena, { Dqn_List<Dqn_String8> compile_flags = Dqn_List_InitCArrayCopy(scratch.arena, 32, {
DQN_STRING8("cmd"), DQN_STRING8("/C"), DQN_STRING8("emcc.bat"), DQN_STRING8("cmd"), DQN_STRING8("/C"), DQN_STRING8("emcc.bat"),
DQN_STRING8("-o"), Dqn_String8_InitF(scratch.allocator, "%.*s.html", DQN_STRING_FMT(prefix)), DQN_STRING8("-o"), Dqn_String8_InitF(scratch.allocator, "%.*s.html", DQN_STRING_FMT(output_name)),
DQN_STRING8("-Os"), // Optimize for size
DQN_STRING8("-Wall"), DQN_STRING8("-Wall"),
DQN_STRING8("--shell-file"), Dqn_FsPath_ConvertF(scratch.arena, "%.*s/feely_pona_emscripten_shell.html", DQN_STRING_FMT(code_dir)), DQN_STRING8("--shell-file"), html_shell_path,
Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s", DQN_STRING_FMT(build_dir), DQN_STRING_FMT(raylib_emscripten_lib_name)), Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s", DQN_STRING_FMT(build_dir), DQN_STRING_FMT(raylib_emscripten_lib_name)),
DQN_STRING8("-s"), DQN_STRING8("USE_GLFW=3"), DQN_STRING8("-s"), DQN_STRING8("USE_GLFW=3"),
// DQN_STRING8("-s"), DQN_STRING8("ASSERTIONS=2"),
// DQN_STRING8("-s"), DQN_STRING8("SAFE_HEAP=0"),
DQN_STRING8("-s"), DQN_STRING8("TOTAL_MEMORY=512MB"), DQN_STRING8("-s"), DQN_STRING8("TOTAL_MEMORY=512MB"),
DQN_STRING8("-s"), DQN_STRING8("TOTAL_STACK=32MB"), DQN_STRING8("-s"), DQN_STRING8("TOTAL_STACK=32MB"),
DQN_STRING8("-s"), DQN_STRING8("ALLOW_MEMORY_GROWTH"), DQN_STRING8("-s"), DQN_STRING8("ALLOW_MEMORY_GROWTH"),
// DQN_STRING8("-s"), DQN_STRING8("STACK_OVERFLOW_CHECK=2"),
// DQN_STRING8("--profiling-funcs"), // Expose function names in stack trace
// DQN_STRING8("-g"), // Debug symbols
// NOTE: Must be relative path such that fopen("Data/...") works
// otherwise the VFS will encode the full absolute path to the
// assets
DQN_STRING8("--preload-file"), DQN_STRING8("Data"), DQN_STRING8("--preload-file"), DQN_STRING8("Data"),
DQN_STRING8("-msimd128"), DQN_STRING8("-msimd128"),
DQN_STRING8("-msse2"), DQN_STRING8("-msse2"),
}); });
Dqn_List_AddList(&compile_flags, build_specific_compile_flags);
build_context.compile_flags = Dqn_List_ToSliceCopy(&compile_flags, scratch.arena);
build_context.build_dir = build_dir; build_context.build_dir = build_dir;
if (dry_run) { if (dry_run) {
@@ -492,7 +547,7 @@ int main(int argc, char const **argv)
} }
// NOTE: Move the files to a directory // NOTE: Move the files to a directory
Dqn_String8 folder_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s_Emscripten", DQN_STRING_FMT(build_dir), DQN_STRING_FMT(prefix)); Dqn_String8 folder_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s_Emscripten", DQN_STRING_FMT(build_dir), DQN_STRING_FMT(output_name));
if (!Dqn_Fs_DirExists(folder_path)) { if (!Dqn_Fs_DirExists(folder_path)) {
Dqn_String8 mkdir_cmd = Dqn_String8_InitF(scratch.allocator, "mkdir %.*s", DQN_STRING_FMT(folder_path)); Dqn_String8 mkdir_cmd = Dqn_String8_InitF(scratch.allocator, "mkdir %.*s", DQN_STRING_FMT(folder_path));
Dqn_OS_ExecOrAbort(mkdir_cmd, {}); Dqn_OS_ExecOrAbort(mkdir_cmd, {});
@@ -506,8 +561,8 @@ int main(int argc, char const **argv)
}; };
for (Dqn_String8 file_ext : generated_file_extension) { for (Dqn_String8 file_ext : generated_file_extension) {
Dqn_String8 src_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s.%.*s", DQN_STRING_FMT(build_dir), DQN_STRING_FMT(prefix), DQN_STRING_FMT(file_ext)); Dqn_String8 src_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s.%.*s", DQN_STRING_FMT(build_dir), DQN_STRING_FMT(output_name), DQN_STRING_FMT(file_ext));
Dqn_String8 dest_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s.%.*s", DQN_STRING_FMT(folder_path), DQN_STRING_FMT(prefix), DQN_STRING_FMT(file_ext)); Dqn_String8 dest_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s.%.*s", DQN_STRING_FMT(folder_path), DQN_STRING_FMT(output_name), DQN_STRING_FMT(file_ext));
Dqn_String8 cmd = Dqn_String8_InitF(scratch.allocator, "cmd /C move /Y %.*s %.*s", DQN_STRING_FMT(src_path), DQN_STRING_FMT(dest_path)); Dqn_String8 cmd = Dqn_String8_InitF(scratch.allocator, "cmd /C move /Y %.*s %.*s", DQN_STRING_FMT(src_path), DQN_STRING_FMT(dest_path));
if (dry_run) { if (dry_run) {
Dqn_Print_StdLnF(Dqn_PrintStd_Out, "%.*s\n", DQN_STRING_FMT(cmd)); Dqn_Print_StdLnF(Dqn_PrintStd_Out, "%.*s\n", DQN_STRING_FMT(cmd));
+34 -135
View File
@@ -4,124 +4,49 @@
<meta charset="utf-8"> <meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>raylib web game</title> <title>Terry Cherry</title>
<meta name="title" content="raylib web game"> <meta name="title" content="Terry Cherry">
<meta name="description" content="New raylib web videogame, developed using raylib videogames library"> <meta name="description" content="Terry fends off the hordes of cherries">
<meta name="keywords" content="raylib, games, html5, programming, C, C++, library, learn, videogames">
<meta name="viewport" content="width=device-width"> <meta name="viewport" content="width=device-width">
<!-- Open Graph metatags for sharing -->
<meta property="og:title" content="raylib web game">
<meta property="og:image:type" content="image/png">
<meta property="og:image" content="https://www.raylib.com/common/img/raylib_logo.png">
<meta property="og:site_name" content="raylib.com">
<meta property="og:url" content="https://www.raylib.com/games.html">
<meta property="og:description" content="New raylib web videogame, developed using raylib videogames library">
<!-- Twitter metatags for sharing -->
<meta name="twitter:card" content="summary">
<meta name="twitter:site" content="@raysan5">
<meta name="twitter:title" content="raylib web game">
<meta name="twitter:image" content="https://www.raylib.com/common/raylib_logo.png">
<meta name="twitter:url" content="https://www.raylib.com/games.html">
<meta name="twitter:description" content="New raylib web game, developed using raylib videogames library">
<!-- Favicon -->
<link rel="shortcut icon" href="https://www.raylib.com/favicon.ico">
<style> <style>
body { body {
font-family: arial; font-family: arial;
margin: 0; margin: 0;
padding: none; padding: none;
background: #301010;
} }
#header { #header {
width: 100%; font-weight: bold;
height: 80px; color: white;
background-color: #888888; height: 30px;
} text-align: center;
padding-left: 5px;
/* NOTE: raylib logo is embedded in the page as base64 png image */ padding-right: 5px;
#logo { padding-top: 5px;
width:64px; padding-bottom: 10px;
height:64px;
float:left;
position:relative;
margin:10px;
background-image:url('data:image/png;base64,\
iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAIAAAAlC+aJAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADs\
MAAA7DAcdvqGQAAAAadEVYdFNvZnR3YXJlAFBhaW50Lk5FVCB2My41LjExR/NCNwAAA7JJREFUaEPtk0FyWzEMQ+37X7fZhxX4\
YY3AD1OKF1nkzTRlSBCCLeVBnvl/AUdaELOunPno1kts1kixdtEZKVs+xIxebBkZsVknn/L5nFGDLR8T4zVC9fX19S/+tTFijr\
YK4jUjbPUtqBHpnEE6PkZD7jQZV8n5Recw1XQKciZuPaEtR6UjNs5ENVGMsBVqpPtER0ZMOhpyp8m4YL4OjD9yxsyZxnQycfMJ\
ETNSzsRE1+dihK3YMiJmpHTW3xpmXPC6BXlCHfqnBlsjY5hxf/6EVEOM2BTEi0fYCX4ONSI6Kq3Blg/prIOMq2CsRur4KQ0x64\
SdjOufEDEdHZGOhmz5RDHCVqhRuQ86YsVskbc+GXchLiHnFyYH+UigQDVGnImbT8hwFkgLg2qiM8JO6Ylx1FNLa3DmYwqCTsZd\
4BPqGJG7MwKzpeiWKTKxXkLMVE3MSOmsdwxLH6Rd/wCCLSNDx6djeKfJuArGeoYamRHpaEjnCBYZVy8hZqo2GI36qPjsiOiMsB\
XGcev4Mx9TLGTchbgEjN/uz6jGrBvDjg+LTNx8Qp2CbG2xMKgmOiPslJ4Yxx+eSnSkzlosZNwFPiHl7FRTkLNRJm4+IeVM0ymI\
H42wE/wcKalQI4MRl4EW3p6VcRWMua8F6WjIlqZDxvVPiHQ6CjVbYkV9ohhhp/Rk1wiYgpyJ78i4CsZbjkb8Qx+ihvzu3RPaKo\
gZkY6GlEeMsKdPSOFIC8VoOusg44L5c+T8ouOoGhWbdWJ8tMi4egkxo4hoh2yNTGf3iIyr5Lyic4bRENXo+lvDjAt4C1Hk/OKt\
UaAj0+n4dMSZ2D+hrYJsaYh2SClG2jV9kJKKzhlGQ1SsW299Mq6C8dYZHTExo8fzieI5ivipYnYy7nwJqGKmOYyRwfiUBXITfh\
5qSHRGWEkfqJqURgvsdHyWYv7Ko8DnYYegk3EB00cxprdrJRzFd7YQzawu8L1GMTYS/KpPaAFTkIn1EmJmspJSs5xBzSyGhlkB\
mlxfNFiP5mw4wlbMh4F5Ddxp5jNINBdCEz9zPOC1zD7Q0HBdmXndwv0TMtydEdzlWJT4VZ8Qt9Qn4/onxMIwa5ZYGJU5yufBiC\
jwE50AGjLCVuS8Yt4H7OgZLKK5EKOsLviEWJSL/+0uMi7gLUSBseYwqEbXvSHCec1CJvZPyHCmYQffaBBfOTCGHM2aEbZi1+gO\
1XTWVXMnzrhAn5DSOZVsiQlHnSITKzGj6DeTcZWc/3oy7h9//PF4PL4BlvsWrb6RE+oAAAAASUVORK5CYII=');
} }
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; } .emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten { text-align: center; } div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; } div.emscripten_border { border: 0px solid black; }
div.emscripten_status { border: 0px solid black; }
/* NOTE: Canvas *must not* have any border or padding, or mouse coords will be wrong */ /* NOTE: Canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { canvas.emscripten {
border: 0px none; border: 0px none;
background: black; background: black;
width: 100%; width: 75vw;
}
.spinner {
height: 30px;
width: 30px;
margin: 0;
margin-top: 20px;
margin-left: 20px;
display: inline-block;
vertical-align: top;
-webkit-animation: rotation .8s linear infinite;
-moz-animation: rotation .8s linear infinite;
-o-animation: rotation .8s linear infinite;
animation: rotation 0.8s linear infinite;
border-left: 5px solid black;
border-right: 5px solid black;
border-bottom: 5px solid black;
border-top: 5px solid red;
border-radius: 100%;
background-color: rgb(245, 245, 245);
}
@-webkit-keyframes rotation {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
@-moz-keyframes rotation {
from {-moz-transform: rotate(0deg);}
to {-moz-transform: rotate(360deg);}
}
@-o-keyframes rotation {
from {-o-transform: rotate(0deg);}
to {-o-transform: rotate(360deg);}
}
@keyframes rotation {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
} }
#status { #status {
display: inline-block; display: inline-block;
vertical-align: top; vertical-align: top;
margin-top: 30px; font-weight: normal;
margin-left: 20px; font-size: 0.8em;
font-weight: bold; color: darkgray;
color: rgb(40, 40, 40);
} }
#progress { #progress {
@@ -133,30 +58,26 @@ jwE50AGjLCVuS8Yt4H7OgZLKK5EKOsLviEWJSL/+0uMi7gLUSBseYwqEbXvSHCec1CJvZPyHCmYQffaB
display: inline-block; display: inline-block;
float: right; float: right;
vertical-align: top; vertical-align: top;
margin-top: 15px;
margin-right: 20px;
} }
#output { #output {
width: 100%; width: 90%;
height: 140px; height: 140px;
margin: 0 auto; margin: 0 auto;
margin-top: 10px; margin-top: 10px;
display: block; display: block;
background-color: black; background-color: black;
color: rgb(37, 174, 38); color: white;
font-family: 'Lucida Console', Monaco, monospace; font-family: 'Lucida Console', Monaco, monospace;
outline: none; outline: none;
} }
input[type=button] { input[type=button] {
background-color: lightgray; background-color: lightgray;
border: 4px solid darkgray;
color: black; color: black;
text-decoration: none; text-decoration: none;
cursor: pointer; cursor: pointer;
width: 140px; width: 140px;
height: 50px;
} }
input[type=button]:hover { input[type=button]:hover {
@@ -167,18 +88,10 @@ jwE50AGjLCVuS8Yt4H7OgZLKK5EKOsLviEWJSL/+0uMi7gLUSBseYwqEbXvSHCec1CJvZPyHCmYQffaB
</head> </head>
<body> <body>
<div id="header"> <div id="header">
<a id="logo" href="https://www.raylib.com"></a> <h1 style="font-size: 1em; text-align: center; margin-top: 0; margin-bottom: 0; padding-bottom: 3px">Terry Cherry</h1>
<div class="spinner" id='spinner'></div>
<div class="emscripten" id="status">Downloading...</div> <div class="emscripten" id="status">Downloading...</div>
<span id='controls'>
<span><input type="button" value="🖵 FULLSCREEN" onclick="Module.requestFullscreen(false, false)"></span>
<span><input type="button" id="btn-audio" value="🔇 SUSPEND" onclick="toggleAudio()"></span>
</span>
<div class="emscripten"> <div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress> <progress value="0" max="100" id="progress" hidden=0></progress>
</div> </div>
</div> </div>
@@ -186,31 +99,17 @@ jwE50AGjLCVuS8Yt4H7OgZLKK5EKOsLviEWJSL/+0uMi7gLUSBseYwqEbXvSHCec1CJvZPyHCmYQffaB
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas> <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
</div> </div>
<div style="display: flex; justify-content: space-around;">
<span id='controls'>
<span><input type="button" value="🖵 FULLSCREEN" onclick="Module.requestFullscreen(false, false)"></span>
<span><input type="button" id="btn-audio" value="🔇 SUSPEND" onclick="toggleAudio()"></span>
</span>
</div>
<textarea id="output" rows="8"></textarea> <textarea id="output" rows="8"></textarea>
<script type='text/javascript' src="https://cdn.jsdelivr.net/gh/eligrey/FileSaver.js/dist/FileSaver.min.js"> </script>
<script type='text/javascript'>
function saveFileFromMEMFSToDisk(memoryFSname, localFSname) // This can be called by C/C++ code
{
var isSafari = false; // Not supported, navigator.userAgent access is being restricted
//var isSafari = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
var data = FS.readFile(memoryFSname);
var blob;
if (isSafari) blob = new Blob([data.buffer], { type: "application/octet-stream" });
else blob = new Blob([data.buffer], { type: "application/octet-binary" });
// NOTE: SaveAsDialog is a browser setting. For example, in Google Chrome,
// in Settings/Advanced/Downloads section you have a setting:
// 'Ask where to save each file before downloading' - which you can set true/false.
// If you enable this setting it would always ask you and bring the SaveAsDialog
saveAs(blob, localFSname);
}
</script>
<script type='text/javascript'> <script type='text/javascript'>
var statusElement = document.querySelector('#status'); var statusElement = document.querySelector('#status');
var progressElement = document.querySelector('#progress'); var progressElement = document.querySelector('#progress');
var spinnerElement = document.querySelector('#spinner');
var Module = { var Module = {
preRun: [], preRun: [],
postRun: [], postRun: [],
@@ -266,15 +165,17 @@ jwE50AGjLCVuS8Yt4H7OgZLKK5EKOsLviEWJSL/+0uMi7gLUSBseYwqEbXvSHCec1CJvZPyHCmYQffaB
progressElement.value = parseInt(m[2])*100; progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100; progressElement.max = parseInt(m[4])*100;
progressElement.hidden = true; progressElement.hidden = true;
spinnerElement.hidden = false;
} else { } else {
progressElement.value = null; progressElement.value = null;
progressElement.max = null; progressElement.max = null;
progressElement.hidden = true; progressElement.hidden = true;
if (!text) spinnerElement.style.display = 'none';
} }
statusElement.innerHTML = text; if (text) {
statusElement.innerHTML = '@version@: ' + text;
} else {
statusElement.innerHTML = '@version@';
}
}, },
totalDependencies: 0, totalDependencies: 0,
monitorRunDependencies: function(left) { monitorRunDependencies: function(left) {
@@ -288,7 +189,6 @@ jwE50AGjLCVuS8Yt4H7OgZLKK5EKOsLviEWJSL/+0uMi7gLUSBseYwqEbXvSHCec1CJvZPyHCmYQffaB
window.onerror = function() { window.onerror = function() {
Module.setStatus('Exception thrown, see JavaScript console'); Module.setStatus('Exception thrown, see JavaScript console');
spinnerElement.style.display = 'none';
Module.setStatus = function(text) { if (text) Module.printErr('[post-exception status] ' + text); }; Module.setStatus = function(text) { if (text) Module.printErr('[post-exception status] ' + text); };
}; };
</script> </script>
@@ -296,7 +196,6 @@ jwE50AGjLCVuS8Yt4H7OgZLKK5EKOsLviEWJSL/+0uMi7gLUSBseYwqEbXvSHCec1CJvZPyHCmYQffaB
<!-- REF: https://developers.google.com/web/updates/2018/11/web-audio-autoplay --> <!-- REF: https://developers.google.com/web/updates/2018/11/web-audio-autoplay -->
<script type='text/javascript'> <script type='text/javascript'>
var audioBtn = document.querySelector('#btn-audio'); var audioBtn = document.querySelector('#btn-audio');
// An array of all contexts to resume on the page // An array of all contexts to resume on the page
const audioContexList = []; const audioContexList = [];
(function() { (function() {
+11
View File
@@ -191,10 +191,12 @@ struct FP_GameEntity
// NOTE: The entity hit box is positioned at the center of the entity. // NOTE: The entity hit box is positioned at the center of the entity.
Dqn_V2 local_hit_box_size; Dqn_V2 local_hit_box_size;
Dqn_V2 local_hit_box_offset; Dqn_V2 local_hit_box_offset;
Dqn_f32 trauma01;
Dqn_V2 attack_box_size; Dqn_V2 attack_box_size;
Dqn_V2 attack_box_offset; Dqn_V2 attack_box_offset;
bool attack_processed; bool attack_processed;
Dqn_usize hit_on_clock_ms;
bool is_dying; bool is_dying;
uint64_t last_attack_timestamp; uint64_t last_attack_timestamp;
uint64_t attack_cooldown_ms; uint64_t attack_cooldown_ms;
@@ -257,6 +259,7 @@ struct FP_GameCamera
{ {
Dqn_V2 size; Dqn_V2 size;
Dqn_V2 world_pos; Dqn_V2 world_pos;
Dqn_V2 world_pos_target;
Dqn_f32 rotate_rads; Dqn_f32 rotate_rads;
Dqn_V2 scale; Dqn_V2 scale;
}; };
@@ -321,6 +324,11 @@ struct FP_GamePlay
FP_GameEntityHandle merchant_gym; FP_GameEntityHandle merchant_gym;
FP_GameEntityHandle merchant_phone_company; FP_GameEntityHandle merchant_phone_company;
Dqn_V2 merchant_terry_menu_pos;
Dqn_V2 merchant_graveyard_menu_pos;
Dqn_V2 merchant_gym_menu_pos;
Dqn_V2 merchant_phone_company_menu_pos;
FP_GameEntityHandle clicked_entity; FP_GameEntityHandle clicked_entity;
FP_GameEntityHandle hot_entity; FP_GameEntityHandle hot_entity;
FP_GameEntityHandle active_entity; FP_GameEntityHandle active_entity;
@@ -328,6 +336,7 @@ struct FP_GamePlay
FP_GameEntityHandle prev_hot_entity; FP_GameEntityHandle prev_hot_entity;
FP_GameEntityHandle prev_active_entity; FP_GameEntityHandle prev_active_entity;
FP_GameEntityHandle camera_tracking_entity;
FP_GameCamera camera; FP_GameCamera camera;
Dqn_f32 meters_to_pixels; Dqn_f32 meters_to_pixels;
uint64_t clock_ms; uint64_t clock_ms;
@@ -365,6 +374,8 @@ struct FP_GameControls
FP_GameKeyBind left; FP_GameKeyBind left;
FP_GameKeyBind right; FP_GameKeyBind right;
FP_GameKeyBind attack; FP_GameKeyBind attack;
FP_GameKeyBind buy_building;
FP_GameKeyBind buy_upgrade;
FP_GameKeyBind range_attack; FP_GameKeyBind range_attack;
FP_GameKeyBind build_mode; FP_GameKeyBind build_mode;
FP_GameKeyBind strafe; FP_GameKeyBind strafe;
+2 -1
View File
@@ -92,7 +92,8 @@ DQN_MSVC_WARNING_POP
DQN_GCC_WARNING_POP DQN_GCC_WARNING_POP
#if defined(DQN_PLATFORM_EMSCRIPTEN) #if defined(DQN_PLATFORM_EMSCRIPTEN)
#include <emscripten.h> #include <emscripten/emscripten.h>
#include <emscripten/html5.h>
#endif #endif
// NOTE: TELY_Platform ============================================================================= // NOTE: TELY_Platform =============================================================================