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No commits in common. "main" and "wave_balancing" have entirely different histories.

18 changed files with 767 additions and 732 deletions

1
.gitignore vendored
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@ -1,6 +1,5 @@
Build/
Nocheckin/
feely_pona_build.exe
feely_pona_build
feely_pona_version.txt
Tools/emsdk

BIN
Data/Audio/ambience_1.ogg (Stored with Git LFS)

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Data/Audio/ambience_2.ogg (Stored with Git LFS)

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Data/Audio/game_start.ogg (Stored with Git LFS)

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Data/Audio/music_1.ogg (Stored with Git LFS)

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Data/Audio/music_2.ogg (Stored with Git LFS)

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Data/Audio/perry_start.ogg (Stored with Git LFS)

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2
External/tely vendored

@ -1 +1 @@
Subproject commit 17b352f0b86c538f6e197f7e3428b4c4e321f651
Subproject commit 07b3737cf4e5e68be355630228375c5b5873513f

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@ -1,5 +1,5 @@
@echo off
setlocal
call build_all.bat %* || exit /b 1
call build_all.bat %* --fast-dev-build || exit /b 1

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@ -1,21 +0,0 @@
#!/bin/bash
set -e
script_dir=$( cd -- "$( dirname -- "${BASH_SOURCE[0]}" )" &> /dev/null && pwd )
build_dir=${script_dir}/Build
code_dir=${script_dir}
# 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
# Bootstrap the build program
mkdir --parents ${build_dir}
pushd ${build_dir}
g++ -g -Wall -o feely_pona_build ${code_dir}/feely_pona_build.cpp -lm -lpthread
cp --force feely_pona_build ${code_dir}
popd
# Run the build program
${code_dir}/feely_pona_build $@

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@ -5,7 +5,7 @@ set script_dir_backslash=%~dp0
set script_dir=%script_dir_backslash:~0,-1%
set build_dir=%script_dir%\Build
scp -P 8110 %build_dir%\Terry_Cherry\Terry_Cherry.html doylet@doylet.dev:/selfhost/Terry_Cherry/index.html
scp -P 8110 %build_dir%\Terry_Cherry\Terry_Cherry.data doylet@doylet.dev:/selfhost/Terry_Cherry/Terry_Cherry.data
scp -P 8110 %build_dir%\Terry_Cherry\Terry_Cherry.js doylet@doylet.dev:/selfhost/Terry_Cherry/Terry_Cherry.js
scp -P 8110 %build_dir%\Terry_Cherry\Terry_Cherry.wasm doylet@doylet.dev:/selfhost/Terry_Cherry/Terry_Cherry.wasm
scp -P 8110 %build_dir%\Terry_Cherry\Terry_Cherry.html doylet@doylet.dev:/selfhost/TerryCherry/index.html
scp -P 8110 %build_dir%\Terry_Cherry\Terry_Cherry.data doylet@doylet.dev:/selfhost/TerryCherry/Terry_Cherry.data
scp -P 8110 %build_dir%\Terry_Cherry\Terry_Cherry.js doylet@doylet.dev:/selfhost/TerryCherry/Terry_Cherry.js
scp -P 8110 %build_dir%\Terry_Cherry\Terry_Cherry.wasm doylet@doylet.dev:/selfhost/TerryCherry/Terry_Cherry.wasm

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@ -127,18 +127,18 @@ static TELY_AssetSpriteSheet FP_LoadSpriteSheetFromSpec(TELY_OS *os, TELY_Assets
static void FP_SetDefaultGamepadBindings(FP_GameControls *controls)
{
// NOTE: Note up/down/left/right uses analog sticks, non-negotiable.
controls->attack.gamepad_key = TELY_InputGamepadKey_X;
controls->range_attack.gamepad_key = TELY_InputGamepadKey_Y;
controls->build_mode.gamepad_key = TELY_InputGamepadKey_L3;
controls->strafe.gamepad_key = TELY_InputGamepadKey_B;
controls->dash.gamepad_key = TELY_InputGamepadKey_A;
controls->buy_building.gamepad_key = TELY_InputGamepadKey_LeftBumper;
controls->buy_upgrade.gamepad_key = TELY_InputGamepadKey_RightBumper;
controls->move_building_ui_cursor_left.gamepad_key = TELY_InputGamepadKey_DLeft;
controls->move_building_ui_cursor_right.gamepad_key = TELY_InputGamepadKey_DRight;
controls->attack.gamepad_key = TELY_OSInputGamepadKey_X;
controls->range_attack.gamepad_key = TELY_OSInputGamepadKey_Y;
controls->build_mode.gamepad_key = TELY_OSInputGamepadKey_L3;
controls->strafe.gamepad_key = TELY_OSInputGamepadKey_B;
controls->dash.gamepad_key = TELY_OSInputGamepadKey_A;
controls->buy_building.gamepad_key = TELY_OSInputGamepadKey_LeftBumper;
controls->buy_upgrade.gamepad_key = TELY_OSInputGamepadKey_RightBumper;
controls->move_building_ui_cursor_left.gamepad_key = TELY_OSInputGamepadKey_DLeft;
controls->move_building_ui_cursor_right.gamepad_key = TELY_OSInputGamepadKey_DRight;
}
static FP_ListenForNewPlayerResult FP_ListenForNewPlayer(TELY_Input *input, FP_Game *game, bool tutorial_is_allowed)
static FP_ListenForNewPlayerResult FP_ListenForNewPlayer(TELY_OSInput *input, FP_Game *game, bool tutorial_is_allowed)
{
FP_ListenForNewPlayerResult result = {};
if (game->play.players.size == 2)
@ -159,16 +159,16 @@ static FP_ListenForNewPlayerResult FP_ListenForNewPlayer(TELY_Input *input, FP_G
}
}
bool keyboard_pressed = !keyboard_already_allocated && TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_B);
bool gamepad_pressed = TELY_Input_GamepadKeyIsPressed(input, gamepad_index, TELY_InputGamepadKey_Start);
bool keyboard_pressed = !keyboard_already_allocated && TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_B);
bool gamepad_pressed = TELY_OSInput_GamepadKeyIsPressed(input, gamepad_index, TELY_OSInputGamepadKey_Start);
if (tutorial_is_allowed) {
if (!keyboard_already_allocated && TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_T)) {
if (!keyboard_already_allocated && TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_T)) {
keyboard_pressed = true;
result.tutorial_requested = true;
}
if (TELY_Input_GamepadKeyIsPressed(input, gamepad_index, TELY_InputGamepadKey_Select)) {
if (TELY_OSInput_GamepadKeyIsPressed(input, gamepad_index, TELY_OSInputGamepadKey_Select)) {
gamepad_pressed = true;
result.tutorial_requested = true;
}
@ -190,19 +190,19 @@ static FP_ListenForNewPlayerResult FP_ListenForNewPlayer(TELY_Input *input, FP_G
FP_GameControls *controls = &terry->controls;
if (keyboard_pressed) {
controls->mode = FP_GameControlMode_Keyboard;
controls->up.scan_key = TELY_InputScanKey_W;
controls->down.scan_key = TELY_InputScanKey_S;
controls->left.scan_key = TELY_InputScanKey_A;
controls->right.scan_key = TELY_InputScanKey_D;
controls->attack.scan_key = TELY_InputScanKey_J;
controls->range_attack.scan_key = TELY_InputScanKey_K;
controls->build_mode.scan_key = TELY_InputScanKey_H;
controls->strafe.scan_key = TELY_InputScanKey_L;
controls->dash.scan_key = TELY_InputScanKey_N;
controls->buy_building.scan_key = TELY_InputScanKey_U;
controls->buy_upgrade.scan_key = TELY_InputScanKey_I;
controls->move_building_ui_cursor_left.scan_key = TELY_InputScanKey_Q;
controls->move_building_ui_cursor_right.scan_key = TELY_InputScanKey_E;
controls->up.scan_key = TELY_OSInputScanKey_W;
controls->down.scan_key = TELY_OSInputScanKey_S;
controls->left.scan_key = TELY_OSInputScanKey_A;
controls->right.scan_key = TELY_OSInputScanKey_D;
controls->attack.scan_key = TELY_OSInputScanKey_J;
controls->range_attack.scan_key = TELY_OSInputScanKey_K;
controls->build_mode.scan_key = TELY_OSInputScanKey_H;
controls->strafe.scan_key = TELY_OSInputScanKey_L;
controls->dash.scan_key = TELY_OSInputScanKey_N;
controls->buy_building.scan_key = TELY_OSInputScanKey_U;
controls->buy_upgrade.scan_key = TELY_OSInputScanKey_I;
controls->move_building_ui_cursor_left.scan_key = TELY_OSInputScanKey_Q;
controls->move_building_ui_cursor_right.scan_key = TELY_OSInputScanKey_E;
} else {
controls->mode = FP_GameControlMode_Gamepad;
controls->gamepad_index = gamepad_index;
@ -245,10 +245,7 @@ static void FP_PlayReset(FP_Game *game, TELY_OS *os)
}
// NOTE: Fisher yates shuffle the list
DQN_MSVC_WARNING_PUSH
DQN_MSVC_WARNING_DISABLE(6293) // Ill-formed for loop (potential wrapping index)
for (Dqn_usize index = DQN_ARRAY_UCOUNT(play->monkey_spawn_shuffled_list) - 1; index < DQN_ARRAY_UCOUNT(play->monkey_spawn_shuffled_list); index--) {
DQN_MSVC_WARNING_POP
uint32_t swap_index = Dqn_PCG32_Range(&play->rng, 0, DQN_CAST(uint32_t)index + 1);
DQN_SWAP(play->monkey_spawn_shuffled_list[swap_index], play->monkey_spawn_shuffled_list[index]);
}
@ -424,7 +421,6 @@ void TELY_OS_DLLInit(TELY_OS *os)
// NOTE: TELY Game =============================================================================
TELY_Assets *assets = &os->assets;
assets->chunk_pool = &os->chunk_pool;
FP_Game *game = Dqn_Arena_New(&os->arena, FP_Game, Dqn_ZeroMem_Yes);
Dqn_f32 font_scalar = FP_TARGET_VIEWPORT_SIZE.w / DQN_CAST(Dqn_f32)os->core.window_size.x;
@ -438,27 +434,21 @@ void TELY_OS_DLLInit(TELY_OS *os)
game->jetbrains_mono_font = TELY_Asset_LoadFont(assets, DQN_STR8("JetBrains Mono NL (Regular)"), DQN_STR8("Data/Fonts/JetBrainsMonoNL-Regular.ttf"));
game->talkco_font = TELY_Asset_LoadFont(assets, DQN_STR8("Talkco"), DQN_STR8("Data/Fonts/Talkco.otf"));
game->audio[FP_GameAudio_TerryHit] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Terry Hit"), DQN_STR8("Data/Audio/terry_hit.ogg"));
game->audio[FP_GameAudio_Ching] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ching"), DQN_STR8("Data/Audio/ching.ogg"));
game->audio[FP_GameAudio_Church] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Church"), DQN_STR8("Data/Audio/church.ogg"));
game->audio[FP_GameAudio_Club] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Club"), DQN_STR8("Data/Audio/club_terry.ogg"));
game->audio[FP_GameAudio_Dog] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Dog"), DQN_STR8("Data/Audio/dog.ogg"));
game->audio[FP_GameAudio_MerchantGhost] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ghost"), DQN_STR8("Data/Audio/merchant_ghost.ogg"));
game->audio[FP_GameAudio_MerchantGym] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Gym"), DQN_STR8("Data/Audio/merchant_gym.ogg"));
game->audio[FP_GameAudio_MerchantPhone] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Phone"), DQN_STR8("Data/Audio/merchant_tech.ogg"));
game->audio[FP_GameAudio_MerchantTerry] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Door"), DQN_STR8("Data/Audio/merchant_terry.ogg"));
game->audio[FP_GameAudio_Message] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Message"), DQN_STR8("Data/Audio/message.ogg"));
game->audio[FP_GameAudio_Monkey] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Monkey"), DQN_STR8("Data/Audio/monkey.ogg"));
game->audio[FP_GameAudio_Plane] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Plane"), DQN_STR8("Data/Audio/airport.ogg"));
game->audio[FP_GameAudio_PortalDestroy] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Portal Destroy"), DQN_STR8("Data/Audio/portal_destroy.ogg"));
game->audio[FP_GameAudio_Smooch] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Smooch"), DQN_STR8("Data/Audio/smooch.ogg"));
game->audio[FP_GameAudio_Woosh] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Woosh"), DQN_STR8("Data/Audio/woosh.ogg"));
game->audio[FP_GameAudio_GameStart] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Game Start"), DQN_STR8("Data/Audio/game_start.ogg"));
game->audio[FP_GameAudio_PerryStart] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Perry Start"), DQN_STR8("Data/Audio/perry_start.ogg"));
game->audio[FP_GameAudio_Ambience1] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ambience one"), DQN_STR8("Data/Audio/ambience_1.ogg"));
game->audio[FP_GameAudio_Ambience2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ambience two"), DQN_STR8("Data/Audio/ambience_2.ogg"));
game->audio[FP_GameAudio_Music1] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music one"), DQN_STR8("Data/Audio/music_1.ogg"));
game->audio[FP_GameAudio_Music2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music two"), DQN_STR8("Data/Audio/music_2.ogg"));
game->audio[FP_GameAudio_TerryHit] = os->funcs.load_audio(assets, DQN_STR8("Terry Hit"), DQN_STR8("Data/Audio/terry_hit.ogg"));
game->audio[FP_GameAudio_Ching] = os->funcs.load_audio(assets, DQN_STR8("Ching"), DQN_STR8("Data/Audio/ching.ogg"));
game->audio[FP_GameAudio_Church] = os->funcs.load_audio(assets, DQN_STR8("Church"), DQN_STR8("Data/Audio/church.ogg"));
game->audio[FP_GameAudio_Club] = os->funcs.load_audio(assets, DQN_STR8("Club"), DQN_STR8("Data/Audio/club_terry.ogg"));
game->audio[FP_GameAudio_Dog] = os->funcs.load_audio(assets, DQN_STR8("Dog"), DQN_STR8("Data/Audio/dog.ogg"));
game->audio[FP_GameAudio_MerchantGhost] = os->funcs.load_audio(assets, DQN_STR8("Ghost"), DQN_STR8("Data/Audio/merchant_ghost.ogg"));
game->audio[FP_GameAudio_MerchantGym] = os->funcs.load_audio(assets, DQN_STR8("Gym"), DQN_STR8("Data/Audio/merchant_gym.ogg"));
game->audio[FP_GameAudio_MerchantPhone] = os->funcs.load_audio(assets, DQN_STR8("Phone"), DQN_STR8("Data/Audio/merchant_tech.ogg"));
game->audio[FP_GameAudio_MerchantTerry] = os->funcs.load_audio(assets, DQN_STR8("Door"), DQN_STR8("Data/Audio/merchant_terry.ogg"));
game->audio[FP_GameAudio_Message] = os->funcs.load_audio(assets, DQN_STR8("Message"), DQN_STR8("Data/Audio/message.ogg"));
game->audio[FP_GameAudio_Monkey] = os->funcs.load_audio(assets, DQN_STR8("Monkey"), DQN_STR8("Data/Audio/monkey.ogg"));
game->audio[FP_GameAudio_Plane] = os->funcs.load_audio(assets, DQN_STR8("Plane"), DQN_STR8("Data/Audio/airport.ogg"));
game->audio[FP_GameAudio_PortalDestroy] = os->funcs.load_audio(assets, DQN_STR8("Portal Destroy"), DQN_STR8("Data/Audio/portal_destroy.ogg"));
game->audio[FP_GameAudio_Smooch] = os->funcs.load_audio(assets, DQN_STR8("Smooch"), DQN_STR8("Data/Audio/smooch.ogg"));
game->audio[FP_GameAudio_Woosh] = os->funcs.load_audio(assets, DQN_STR8("Woosh"), DQN_STR8("Data/Audio/woosh.ogg"));
// NOTE: Load sprite sheets ====================================================================
os->user_data = game;
@ -524,7 +514,7 @@ static void FP_AppendMobSpawnerWaypoints(FP_Game *game, FP_GameEntityHandle src_
}
}
static void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Input *input, FP_GameEntity *entity, Dqn_V2 *acceleration_meters_per_s)
static void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_OSInput *input, FP_GameEntity *entity, Dqn_V2 *acceleration_meters_per_s)
{
TELY_AssetSpriteSheet *sheet = &game->atlas_sprite_sheet;
FP_GameEntityAction *action = &entity->action;
@ -1300,7 +1290,7 @@ static void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_I
}
}
static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio *audio)
static void FP_Update(TELY_OS *os, FP_Game *game, TELY_OSInput *input, TELY_Audio *audio)
{
Dqn_Profiler_ZoneScopeWithIndex("FP_Update", FP_ProfileZone_FPUpdate);
if (game->play.state == FP_GameState_Pause)
@ -1314,16 +1304,16 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
DQN_MSVC_WARNING_PUSH
DQN_MSVC_WARNING_DISABLE(4127) // Conditional expression is constant 'FP_DEVELOPER_MODE'
if (FP_DEVELOPER_MODE && TELY_Input_KeyIsReleased(input->mouse_keys[TELY_InputMouseKey_Left]))
if (FP_DEVELOPER_MODE && TELY_OSInput_KeyIsReleased(input->mouse_left))
game->play.clicked_entity = game->play.prev_active_entity;
if (TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_Escape)) {
if (TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_Escape)) {
game->play.state = FP_GameState_Pause;
return;
}
if (FP_DEVELOPER_MODE && game->play.clicked_entity.id) {
if (TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_Delete))
if (TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_Delete))
FP_Game_DeleteEntity(game, game->play.clicked_entity);
}
DQN_MSVC_WARNING_POP
@ -1351,7 +1341,7 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
// NOTE: Gamepad movement input
if (controls->mode == FP_GameControlMode_Gamepad) {
TELY_InputGamepad *gamepad = input->gamepads + controls->gamepad_index;
TELY_OSInputGamepad *gamepad = input->gamepads + controls->gamepad_index;
dir_vector += gamepad->left_stick;
}
@ -2019,18 +2009,12 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
// haven't given the player cooldown yet, so we assign a timestamp for that
if (game->play.wave_cooldown_timestamp_ms == 0) {
game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS;
TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
game->bg_music2 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f);
TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
} else {
// NOTE: Check if cooldown has elapsed, the next wave can start if so
if (game->play.clock_ms > game->play.wave_cooldown_timestamp_ms) {
game->play.enemies_per_wave = DQN_MAX(5 * DQN_CAST(uint32_t)game->play.mob_spawners.size, DQN_CAST(uint32_t)(game->play.enemies_per_wave * 1.5));
game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count
game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave
TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
game->bg_music1 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music1], 1.f);
TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
if (monkey_spawn && game->play.current_wave != 0) {
// NOTE: We spawn a monkey at these wave intervals;
@ -2047,7 +2031,6 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
}
game->play.current_wave++;
//TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music2]);
}
}
@ -2438,27 +2421,27 @@ static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio
Dqn_Profiler_EndZone(update_zone);
}
static Dqn_Str8 FP_ScanKeyToLabel(Dqn_Arena *arena, TELY_InputScanKey scan_key)
static Dqn_Str8 FP_ScanKeyToLabel(Dqn_Arena *arena, TELY_OSInputScanKey scan_key)
{
Dqn_Str8 result = {};
Dqn_Allocator allocator = Dqn_Arena_Allocator(arena);
if (scan_key >= TELY_InputScanKey_A && scan_key <= TELY_InputScanKey_Z) {
char scan_key_ch = DQN_CAST(char)('A' + (scan_key - TELY_InputScanKey_A));
if (scan_key >= TELY_OSInputScanKey_A && scan_key <= TELY_OSInputScanKey_Z) {
char scan_key_ch = DQN_CAST(char)('A' + (scan_key - TELY_OSInputScanKey_A));
result = Dqn_Str8_InitF(allocator, "[%c]", scan_key_ch);
} else {
if (scan_key == TELY_InputScanKey_Up) {
if (scan_key == TELY_OSInputScanKey_Up) {
result = Dqn_Str8_InitF(allocator, "[Up]");
} else if (scan_key == TELY_InputScanKey_Down) {
} else if (scan_key == TELY_OSInputScanKey_Down) {
result = Dqn_Str8_InitF(allocator, "[Down]");
} else if (scan_key == TELY_InputScanKey_Left) {
} else if (scan_key == TELY_OSInputScanKey_Left) {
result = Dqn_Str8_InitF(allocator, "[Left]");
} else if (scan_key == TELY_InputScanKey_Right) {
} else if (scan_key == TELY_OSInputScanKey_Right) {
result = Dqn_Str8_InitF(allocator, "[Right]");
} else if (scan_key == TELY_InputScanKey_Semicolon) {
} else if (scan_key == TELY_OSInputScanKey_Semicolon) {
result = Dqn_Str8_InitF(allocator, "[;]");
} else if (scan_key == TELY_InputScanKey_Apostrophe) {
} else if (scan_key == TELY_OSInputScanKey_Apostrophe) {
result = Dqn_Str8_InitF(allocator, "[']");
} else if (scan_key == TELY_InputScanKey_Backslash) {
} else if (scan_key == TELY_OSInputScanKey_Backslash) {
result = Dqn_Str8_InitF(allocator, "[/]");
}
}
@ -2481,13 +2464,13 @@ static void FP_DrawBillboardKeyBindHint(TELY_Renderer *renderer,
if (mode == FP_GameControlMode_Gamepad) {
Dqn_Str8 tex_name = {};
if (key_bind.gamepad_key == TELY_InputGamepadKey_A)
if (key_bind.gamepad_key == TELY_OSInputGamepadKey_A)
tex_name = g_anim_names.merchant_button_a;
else if (key_bind.gamepad_key == TELY_InputGamepadKey_B)
else if (key_bind.gamepad_key == TELY_OSInputGamepadKey_B)
tex_name = g_anim_names.merchant_button_b;
else if (key_bind.gamepad_key == TELY_InputGamepadKey_X)
else if (key_bind.gamepad_key == TELY_OSInputGamepadKey_X)
tex_name = g_anim_names.merchant_button_x;
else if (key_bind.gamepad_key == TELY_InputGamepadKey_Y)
else if (key_bind.gamepad_key == TELY_OSInputGamepadKey_Y)
tex_name = g_anim_names.merchant_button_y;
if (tex_name.size) {
@ -2518,7 +2501,7 @@ static void FP_DrawBillboardKeyBindHint(TELY_Renderer *renderer,
static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_Audio *audio)
{
Dqn_Profiler_ZoneScopeWithIndex("FP_Render", FP_ProfileZone_FPRender);
TELY_Input *input = &os->input;
TELY_OSInput *input = &os->input;
TELY_RFui *rfui = &game->rfui;
TELY_Assets *assets = &os->assets;
@ -3037,7 +3020,6 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
game->play.perry_join_splash_screen_shake_triggered = true;
game->play.perry_join_flash_alpha = 1.f;
game->play.perry_join_splash_screen_end_ms = game->play.clock_ms + 2000;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_PerryStart], 1.f);
}
}
@ -3320,13 +3302,13 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
bool trigger_buy_anim = false;
if (have_enough_coins) {
if (TELY_Input_ScanKeyIsPressed(input, key_bind.scan_key)) {
if (TELY_OSInput_ScanKeyIsPressed(input, key_bind.scan_key)) {
game->play.player_trigger_purchase_building_timestamp = game->play.clock_ms + buy_duration_ms;
} else if (TELY_Input_ScanKeyIsDown(input, key_bind.scan_key)) {
} else if (TELY_OSInput_ScanKeyIsDown(input, key_bind.scan_key)) {
trigger_buy_anim = true;
if (game->play.clock_ms > game->play.player_trigger_purchase_building_timestamp)
game->play.player_trigger_purchase_building_timestamp = game->play.clock_ms;
} else if (TELY_Input_ScanKeyIsReleased(input, key_bind.scan_key)) {
} else if (TELY_OSInput_ScanKeyIsReleased(input, key_bind.scan_key)) {
if (game->play.clock_ms > game->play.player_trigger_purchase_building_timestamp) {
if (mapping.inventory_count) {
player->coins -= *mapping.building_base_price;
@ -3452,13 +3434,13 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
bool trigger_buy_anim = false;
if (have_enough_coins) {
if (TELY_Input_ScanKeyIsPressed(input, key_bind.scan_key)) {
if (TELY_OSInput_ScanKeyIsPressed(input, key_bind.scan_key)) {
game->play.player_trigger_purchase_upgrade_timestamp = game->play.clock_ms + buy_duration_ms;
} else if (TELY_Input_ScanKeyIsDown(input, key_bind.scan_key)) {
} else if (TELY_OSInput_ScanKeyIsDown(input, key_bind.scan_key)) {
trigger_buy_anim = true;
if (game->play.clock_ms > game->play.player_trigger_purchase_upgrade_timestamp)
game->play.player_trigger_purchase_upgrade_timestamp = game->play.clock_ms;
} else if (TELY_Input_ScanKeyIsReleased(input, key_bind.scan_key)) {
} else if (TELY_OSInput_ScanKeyIsReleased(input, key_bind.scan_key)) {
if (game->play.clock_ms > game->play.player_trigger_purchase_upgrade_timestamp) {
player->coins -= *mapping.upgrade_base_price;
*mapping.upgrade_base_price *= 1;
@ -3996,7 +3978,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer);
if (TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_Return))
if (TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_Return))
game->play.state = FP_GameState_Play;
}
@ -4141,10 +4123,8 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
if (new_player.yes) {
if (new_player.tutorial_requested) {
game->play.state = FP_GameState_Tutorial;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_GameStart], 1.f);
} else {
game->play.state = FP_GameState_Play;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_GameStart], 1.f);
}
}
} else {
@ -4160,7 +4140,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer);
if (TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_Return))
if (TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_Return))
FP_PlayReset(game, os);
}
@ -4208,7 +4188,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
// NOTE: Debug UI ==============================================================================
if (TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F1))
if (TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_F1))
game->play.debug_ui = !game->play.debug_ui;
DQN_MSVC_WARNING_PUSH
@ -4289,23 +4269,23 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
if (TELY_RFui_ButtonF(rfui, "F1 Debug info").clicked)
game->play.debug_ui = !game->play.debug_ui;
if (TELY_RFui_ButtonF(rfui, "F2 Add coins x10,000").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F2)) {
if (TELY_RFui_ButtonF(rfui, "F2 Add coins x10,000").clicked || TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_F2)) {
for (FP_GameEntityHandle player_handle : game->play.players) {
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
player->coins += 10'000;
}
}
if (TELY_RFui_ButtonF(rfui, "F3 Win game").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F3))
if (TELY_RFui_ButtonF(rfui, "F3 Win game").clicked || TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_F3))
game->play.state = FP_GameState_WinGame;
if (TELY_RFui_ButtonF(rfui, "F4 Lose game").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F4))
if (TELY_RFui_ButtonF(rfui, "F4 Lose game").clicked || TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_F4))
game->play.state = FP_GameState_LoseGame;
if (TELY_RFui_ButtonF(rfui, "F5 Reset game").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F5))
if (TELY_RFui_ButtonF(rfui, "F5 Reset game").clicked || TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_F5))
FP_PlayReset(game, os);
if (TELY_RFui_ButtonF(rfui, "F6 Increase health").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F6)) {
if (TELY_RFui_ButtonF(rfui, "F6 Increase health").clicked || TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_F6)) {
for (FP_GameEntityHandle player_handle : game->play.players) {
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
player->hp_cap += FP_DEFAULT_DAMAGE;
@ -4313,7 +4293,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
}
}
if (TELY_RFui_ButtonF(rfui, "F7 Increase stamina").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F7)) {
if (TELY_RFui_ButtonF(rfui, "F7 Increase stamina").clicked || TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_F7)) {
for (FP_GameEntityHandle player_handle : game->play.players) {
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
player->stamina_cap += DQN_CAST(uint16_t)(FP_TERRY_DASH_STAMINA_COST * .5f);
@ -4321,7 +4301,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
}
}
if (TELY_RFui_ButtonF(rfui, "F8 Increase mobile data").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F8)) {
if (TELY_RFui_ButtonF(rfui, "F8 Increase mobile data").clicked || TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_F8)) {
for (FP_GameEntityHandle player_handle : game->play.players) {
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
player->terry_mobile_data_plan_cap += DQN_KILOBYTES(1);
@ -4329,10 +4309,10 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
}
}
if (TELY_RFui_ButtonF(rfui, "F9 %s god mode", game->play.god_mode ? "Disable" : "Enable").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F9))
if (TELY_RFui_ButtonF(rfui, "F9 %s god mode", game->play.god_mode ? "Disable" : "Enable").clicked || TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_F9))
game->play.god_mode = !game->play.god_mode;
if (TELY_RFui_ButtonF(rfui, "F11 Building inventory +1").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F11)) {
if (TELY_RFui_ButtonF(rfui, "F11 Building inventory +1").clicked || TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_F11)) {
for (FP_GameEntityHandle player_handle : game->play.players) {
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
player->inventory.clubs += 1;
@ -4342,7 +4322,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
}
}
if (TELY_RFui_ButtonF(rfui, "1 %s HUD", game->play.debug_hide_hud ? "Show" : "Hide").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_1))
if (TELY_RFui_ButtonF(rfui, "1 %s HUD", game->play.debug_hide_hud ? "Show" : "Hide").clicked || TELY_OSInput_ScanKeyIsPressed(input, TELY_OSInputScanKey_1))
game->play.debug_hide_hud = !game->play.debug_hide_hud;
if (TELY_RFui_ButtonF(rfui, "%s bounding rects", game->play.debug_hide_bounding_rectangles ? "Show" : "Hide").clicked)
@ -4449,7 +4429,7 @@ static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_
TELY_OS_DLL_FUNCTION
void TELY_OS_DLLFrameUpdate(TELY_OS *os)
{
TELY_Input *input = &os->input;
TELY_OSInput *input = &os->input;
TELY_Renderer *renderer = &os->renderer;
FP_Game *game = DQN_CAST(FP_Game *) os->user_data;
@ -4465,8 +4445,18 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
// =============================================================================================
TELY_Audio *audio = &os->audio;
#if 0
if (audio->playback_size == 0) {
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TestAudio], 1.f /*volume*/);
}
#endif
// =============================================================================================
if (game->play.state == FP_GameState_Play || game->play.state == FP_GameState_Tutorial) {
if (TELY_Input_KeyWasDown(input->mouse_keys[TELY_InputMouseKey_Left]) && TELY_Input_KeyIsDown(input->mouse_keys[TELY_InputMouseKey_Left])) {
if (TELY_OSInput_KeyWasDown(input->mouse_left) && TELY_OSInput_KeyIsDown(input->mouse_left)) {
if (game->play.prev_active_entity.id)
game->play.active_entity = game->play.prev_active_entity;
} else {
@ -4486,7 +4476,7 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
continue;
game->play.hot_entity = entity->handle;
if (TELY_Input_KeyIsPressed(input->mouse_keys[TELY_InputMouseKey_Left])) {
if (TELY_OSInput_KeyIsPressed(input->mouse_left)) {
game->play.active_entity = entity->handle;
game->play.clicked_entity = entity->handle;
}
@ -4494,7 +4484,6 @@ void TELY_OS_DLLFrameUpdate(TELY_OS *os)
}
}
TELY_Audio *audio = &os->audio;
for (game->play.delta_s_accumulator += DQN_CAST(Dqn_f32)input->delta_s;
game->play.delta_s_accumulator > FP_GAME_PHYSICS_STEP;
game->play.delta_s_accumulator -= FP_GAME_PHYSICS_STEP) {

File diff suppressed because it is too large Load Diff

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@ -3,24 +3,24 @@
#include "feely_pona_unity.h"
#endif
static bool FP_Game_KeyBindIsPressed(TELY_Input const *input, FP_GameControls const *controls, FP_GameKeyBind key_bind)
static bool FP_Game_KeyBindIsPressed(TELY_OSInput const *input, FP_GameControls const *controls, FP_GameKeyBind key_bind)
{
bool result = false;
if (controls->mode == FP_GameControlMode_Keyboard) {
result = TELY_Input_ScanKeyIsPressed(input, key_bind.scan_key);
result = TELY_OSInput_ScanKeyIsPressed(input, key_bind.scan_key);
} else {
result = TELY_Input_GamepadKeyIsPressed(input, controls->gamepad_index, key_bind.gamepad_key);
result = TELY_OSInput_GamepadKeyIsPressed(input, controls->gamepad_index, key_bind.gamepad_key);
}
return result;
}
static bool FP_Game_KeyBindIsDown(TELY_Input const *input, FP_GameControls const *controls, FP_GameKeyBind key_bind)
static bool FP_Game_KeyBindIsDown(TELY_OSInput const *input, FP_GameControls const *controls, FP_GameKeyBind key_bind)
{
bool result = false;
if (controls->mode == FP_GameControlMode_Keyboard) {
result = TELY_Input_ScanKeyIsDown(input, key_bind.scan_key);
result = TELY_OSInput_ScanKeyIsDown(input, key_bind.scan_key);
} else {
result = TELY_Input_GamepadKeyIsDown(input, controls->gamepad_index, key_bind.gamepad_key);
result = TELY_OSInput_GamepadKeyIsDown(input, controls->gamepad_index, key_bind.gamepad_key);
}
return result;
}
@ -292,6 +292,19 @@ static FP_GameEntity *FP_Game_MakeEntityPointerF(FP_Game *game, DQN_FMT_ATTRIB c
return result;
}
static FP_GameEntityHandle FP_Game_MakeEntityF(FP_Game *game, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, fmt, args);
va_end(args);
FP_GameEntityHandle result = {};
if (entity)
result = entity->handle;
return result;
}
static bool FP_Game_IsNilEntity(FP_GameEntity *entity)
{
bool result = entity ? ((entity->handle.id & FP_GAME_ENTITY_HANDLE_INDEX_MASK) == 0) : true;
@ -524,6 +537,18 @@ static void FP_Game_EntityActionReset(FP_Game *game, FP_GameEntityHandle entity_
entity->action.end_at_clock_ms = DQN_MAX(duration_ms, game->play.clock_ms + duration_ms);
}
static Dqn_V2I FP_Game_WorldPosToTilePos(FP_Game *game, Dqn_V2 world_pos)
{
Dqn_V2I result = Dqn_V2I_InitNx2(world_pos.x / game->play.tile_size, world_pos.y / game->play.tile_size);
return result;
}
static Dqn_V2 FP_Game_TilePosToWorldPos(FP_Game *game, Dqn_V2I tile_pos)
{
Dqn_V2 result = Dqn_V2_InitNx2(tile_pos.x * game->play.tile_size, tile_pos.y * game->play.tile_size);
return result;
}
static Dqn_V2 FP_Game_CalcWaypointWorldPos(FP_Game *game, FP_GameEntityHandle entity_handle, FP_GameWaypoint const *waypoint)
{
Dqn_V2 result = {};

View File

@ -168,8 +168,8 @@ enum FP_GameInGameMenu
struct FP_GameKeyBind
{
TELY_InputScanKey scan_key;
TELY_InputGamepadKey gamepad_key;
TELY_OSInputScanKey scan_key;
TELY_OSInputGamepadKey gamepad_key;
};
enum FP_GameControlMode
@ -334,12 +334,6 @@ enum FP_GameAudio
FP_GameAudio_Message,
FP_GameAudio_Monkey,
FP_GameAudio_PortalDestroy,
FP_GameAudio_GameStart,
FP_GameAudio_PerryStart,
FP_GameAudio_Ambience1,
FP_GameAudio_Ambience2,
FP_GameAudio_Music1,
FP_GameAudio_Music2,
FP_GameAudio_Count,
};
@ -482,8 +476,6 @@ struct FP_Game
TELY_AssetFontHandle talkco_font;
TELY_AssetAudioHandle audio[FP_GameAudio_Count];
TELY_AudioPlaybackHandle bg_music1;
TELY_AudioPlaybackHandle bg_music2;
TELY_AssetSpriteSheet atlas_sprite_sheet;
TELY_RFui rfui;
FP_GamePlay play;

View File

@ -8,8 +8,6 @@
#define DQN_ONLY_DSMAP
#define DQN_ONLY_LIST
#define DQN_ONLY_FS
#define DQN_ONLY_SEMAPHORE
#define DQN_ONLY_THREAD
#define _CRT_SECURE_NO_WARNINGS
#define DQN_IMPLEMENTATION
#include "External/tely/External/dqn/dqn.h"
@ -17,13 +15,13 @@
DQN_MSVC_WARNING_PUSH
DQN_MSVC_WARNING_DISABLE(4244) // warning C4244: 'argument': conversion from 'int' to 'short', possible loss of data
#define STB_RECT_PACK_IMPLEMENTATION
#include "External/tely/External/stb/stb_rect_pack.h"
#include "External/tely/external/stb/stb_rect_pack.h"
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "External/tely/External/stb/stb_image_write.h"
#include "External/tely/external/stb/stb_image_write.h"
#define STB_IMAGE_IMPLEMENTATION
#include "External/tely/External/stb/stb_image.h"
#include "External/tely/external/stb/stb_image.h"
DQN_MSVC_WARNING_POP
DQN_MSVC_WARNING_PUSH

View File

@ -2,7 +2,7 @@
// Unity build header to compile the entire application as a single translation unit
#define TELY_PLATFORM_DLL_FILE_NAME "terry_cherry_dev_dll"
#include "External/tely/tely_backend_raylib_unity.h"
#include "External/tely/tely_os_raylib_unity.h"
// NOTE: feely_pona ================================================================================
#if defined(_CLANGD) || defined(FEELY_PONA_IMPLEMENTATION)

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