Compare commits
No commits in common. "f9f3cec9ccf2c86f84c5f1fb4b173c4debe42f6d" and "8db9182fd9290875e27f76bd8c40ced7f5850967" have entirely different histories.
f9f3cec9cc
...
8db9182fd9
@ -647,11 +647,6 @@ void FP_GameUpdate(TELY_Platform *platform, FP_Game *game, TELY_Renderer *render
|
|||||||
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D))
|
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D))
|
||||||
dir_vector.x = +1.f;
|
dir_vector.x = +1.f;
|
||||||
|
|
||||||
if (dir_vector.x && dir_vector.y) {
|
|
||||||
dir_vector.x *= 0.7071067811865475244f;
|
|
||||||
dir_vector.y *= 0.7071067811865475244f;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (game->clicked_entity.id) {
|
if (game->clicked_entity.id) {
|
||||||
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete))
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete))
|
||||||
FP_Game_DeleteEntity(game, game->clicked_entity);
|
FP_Game_DeleteEntity(game, game->clicked_entity);
|
||||||
@ -665,8 +660,7 @@ void FP_GameUpdate(TELY_Platform *platform, FP_Game *game, TELY_Renderer *render
|
|||||||
|
|
||||||
// NOTE: Move entity by keyboard ===========================================================
|
// NOTE: Move entity by keyboard ===========================================================
|
||||||
Dqn_V2 acceleration = {};
|
Dqn_V2 acceleration = {};
|
||||||
if (game->clicked_entity == entity->handle &&
|
if (game->clicked_entity == entity->handle) {
|
||||||
(entity->action.state == FP_GameEntityState_Run || entity->action.state == FP_GameEntityState_Idle)) {
|
|
||||||
if (entity->flags & FP_EntityFlag_MoveByKeyboard) {
|
if (entity->flags & FP_EntityFlag_MoveByKeyboard) {
|
||||||
acceleration = dir_vector * 10000000.f;
|
acceleration = dir_vector * 10000000.f;
|
||||||
if (dir_vector.x)
|
if (dir_vector.x)
|
||||||
@ -846,7 +840,6 @@ void FP_GameUpdate(TELY_Platform *platform, FP_Game *game, TELY_Renderer *render
|
|||||||
{
|
{
|
||||||
bool we_are_clicked_entity = entity->handle == game->clicked_entity;
|
bool we_are_clicked_entity = entity->handle == game->clicked_entity;
|
||||||
bool action_has_finished = action->timer_s != FP_GAME_ENTITY_ACTION_INFINITE_TIMER && action->timer_s >= action->end_at_s;
|
bool action_has_finished = action->timer_s != FP_GAME_ENTITY_ACTION_INFINITE_TIMER && action->timer_s >= action->end_at_s;
|
||||||
bool entity_has_velocity = entity->velocity.x || entity->velocity.y;
|
|
||||||
|
|
||||||
if (action->state == FP_GameEntityState_Nil)
|
if (action->state == FP_GameEntityState_Nil)
|
||||||
FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
|
FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
|
||||||
@ -914,31 +907,7 @@ void FP_GameUpdate(TELY_Platform *platform, FP_Game *game, TELY_Renderer *render
|
|||||||
} else if (we_are_clicked_entity) {
|
} else if (we_are_clicked_entity) {
|
||||||
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
|
||||||
FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackA);
|
FP_Game_EntityActionSetState(action, FP_GameEntityState_AttackA);
|
||||||
} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftShift)) {
|
} else if (dir_vector.x == 0.f && dir_vector.y == 0.f) {
|
||||||
FP_Game_EntityActionSetState(action, FP_GameEntityState_Dash);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if ((action_has_finished && !entity_has_velocity) || (we_are_clicked_entity && dir_vector.x == 0.f && dir_vector.y == 0.f)) {
|
|
||||||
FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (action->state == FP_GameEntityState_Dash) {
|
|
||||||
if (action->flags & FP_GameEntityActionFlag_StateTransition) {
|
|
||||||
TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Floor slide")).index;
|
|
||||||
FP_Game_EntityActionReset(action, anim->count * anim->seconds_per_frame, anim);
|
|
||||||
|
|
||||||
Dqn_V2 dash_dir = {entity->facing_left ? -1.f : 1.f, 0.f};
|
|
||||||
Dqn_V2 dash_acceleration = dash_dir * 400'000'000.f;
|
|
||||||
Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s);
|
|
||||||
entity->velocity = (dash_acceleration * t) + entity->velocity * 2.0f;
|
|
||||||
|
|
||||||
} else if (action_has_finished) {
|
|
||||||
if (entity_has_velocity) {
|
|
||||||
// TODO(doyle): Not sure if this branch triggers properly.
|
|
||||||
FP_Game_EntityActionSetState(action, FP_GameEntityState_Run);
|
|
||||||
} else {
|
|
||||||
FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
|
FP_Game_EntityActionSetState(action, FP_GameEntityState_Idle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -998,7 +967,7 @@ void FP_GameUpdate(TELY_Platform *platform, FP_Game *game, TELY_Renderer *render
|
|||||||
else
|
else
|
||||||
attack_dir_vector.x = -1.f;
|
attack_dir_vector.x = -1.f;
|
||||||
|
|
||||||
Dqn_V2 acceleration = attack_dir_vector * 500'000.f;
|
Dqn_V2 acceleration = attack_dir_vector * 500000.f;
|
||||||
Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s);
|
Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s);
|
||||||
Dqn_f32 t_squared = DQN_SQUARED(t);
|
Dqn_f32 t_squared = DQN_SQUARED(t);
|
||||||
|
|
||||||
|
@ -50,7 +50,6 @@ enum FP_GameEntityState
|
|||||||
FP_GameEntityState_AttackB,
|
FP_GameEntityState_AttackB,
|
||||||
FP_GameEntityState_AttackC,
|
FP_GameEntityState_AttackC,
|
||||||
FP_GameEntityState_Run,
|
FP_GameEntityState_Run,
|
||||||
FP_GameEntityState_Dash,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
struct FP_GameWaypoint
|
struct FP_GameWaypoint
|
||||||
|
Loading…
Reference in New Issue
Block a user