#if defined(__clang__) #pragma once #include "feely_pona_unity.h" #endif struct FP_GlobalAnimations { Dqn_String8 terry_walk_idle = DQN_STRING8("terry_walk_idle"); Dqn_String8 terry_walk_up = DQN_STRING8("terry_walk_up"); Dqn_String8 terry_walk_down = DQN_STRING8("terry_walk_down"); Dqn_String8 terry_walk_left = DQN_STRING8("terry_walk_left"); Dqn_String8 terry_walk_right = DQN_STRING8("terry_walk_right"); Dqn_String8 terry_attack_up = DQN_STRING8("terry_attack_up"); Dqn_String8 terry_attack_side = DQN_STRING8("terry_attack_side"); Dqn_String8 terry_attack_down = DQN_STRING8("terry_attack_down"); Dqn_String8 terry_merchant = DQN_STRING8("terry_merchant"); Dqn_String8 smoochie_walk_up = DQN_STRING8("smoochie_walk_up"); Dqn_String8 smoochie_walk_down = DQN_STRING8("smoochie_walk_down"); Dqn_String8 smoochie_walk_left = DQN_STRING8("smoochie_walk_left"); Dqn_String8 smoochie_walk_right = DQN_STRING8("smoochie_walk_right"); Dqn_String8 smoochie_attack_down = DQN_STRING8("smoochie_attack"); Dqn_String8 smoochie_attack_side = DQN_STRING8("smoochie_attack_side"); Dqn_String8 smoochie_attack_heart = DQN_STRING8("smoochie_attack_heart"); Dqn_String8 smoochie_death = DQN_STRING8("smoochie_death"); } g_anim_names; TELY_AssetSpriteSheet FP_LoadSpriteSheetFromSpec(TELY_Platform *platform, TELY_Assets *assets, Dqn_Arena *arena, Dqn_String8 sheet_name) { TELY_AssetSpriteSheet result = {}; Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(arena); result.sprite_size = Dqn_V2I_InitNx2(185, 170); result.type = TELY_AssetSpriteSheetType_Rects; // NOTE: Load the sprite meta file ========================================================= Dqn_String8 sprite_spec_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s.txt", DQN_STRING_FMT(assets->textures_dir), DQN_STRING_FMT(sheet_name)); Dqn_String8 sprite_spec_buffer = platform->func_load_file(scratch.arena, sprite_spec_path); Dqn_String8SplitAllocResult lines = Dqn_String8_SplitAlloc(scratch.allocator, sprite_spec_buffer, DQN_STRING8("\n")); Dqn_usize sprite_rect_index = 0; Dqn_usize sprite_anim_index = 0; DQN_FOR_UINDEX(line_index, lines.size) { Dqn_String8 line = lines.data[line_index]; Dqn_String8SplitAllocResult line_splits = Dqn_String8_SplitAlloc(scratch.allocator, line, DQN_STRING8(";")); if (line_index == 0) { DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for @file lines"); DQN_ASSERT(Dqn_String8_StartsWith(line_splits.data[0], DQN_STRING8("@file"), Dqn_String8EqCase_Sensitive)); // NOTE: Sprite sheet path Dqn_String8 sprite_sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s", DQN_STRING_FMT(assets->textures_dir), DQN_STRING_FMT(line_splits.data[1])); result.tex_handle = platform->func_load_texture(assets, sheet_name, sprite_sheet_path); DQN_ASSERTF(Dqn_Fs_Exists(sprite_sheet_path), "Required file does not exist '%.*s'", DQN_STRING_FMT(sprite_sheet_path)); // NOTE: Total sprite frame count Dqn_String8ToU64Result total_frame_count = Dqn_String8_ToU64(line_splits.data[2], 0); DQN_ASSERT(total_frame_count.success); result.rects = Dqn_Slice_Alloc(arena, total_frame_count.value, Dqn_ZeroMem_No); // NOTE: Total animation count Dqn_String8ToU64Result total_anim_count = Dqn_String8_ToU64(line_splits.data[3], 0); DQN_ASSERT(total_anim_count.success); result.anims = Dqn_Slice_Alloc(arena, total_anim_count.value, Dqn_ZeroMem_No); // TODO: Sprite size? // TODO: Texture name? continue; } if (Dqn_String8_StartsWith(line, DQN_STRING8("@anim"))) { DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for @anim lines"); Dqn_String8 anim_name = line_splits.data[1]; Dqn_String8ToU64Result frames_per_second = Dqn_String8_ToU64(line_splits.data[2], 0); Dqn_String8ToU64Result frame_count = Dqn_String8_ToU64(line_splits.data[3], 0); DQN_ASSERT(anim_name.size); DQN_ASSERT(frame_count.success); DQN_ASSERT(frames_per_second.success); Dqn_Allocator allocator = Dqn_Arena_Allocator(arena); TELY_AssetSpriteAnimation *anim = result.anims.data + sprite_anim_index++; anim->label = Dqn_String8_Copy(allocator, anim_name); anim->index = DQN_CAST(uint16_t)sprite_rect_index; anim->count = DQN_CAST(uint16_t)frame_count.value; anim->seconds_per_frame = 1.f / frames_per_second.value; } else { DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for sprite frame lines"); Dqn_String8ToU64Result x = Dqn_String8_ToU64(line_splits.data[0], 0); Dqn_String8ToU64Result y = Dqn_String8_ToU64(line_splits.data[1], 0); Dqn_String8ToU64Result w = Dqn_String8_ToU64(line_splits.data[2], 0); Dqn_String8ToU64Result h = Dqn_String8_ToU64(line_splits.data[3], 0); DQN_ASSERT(x.success); DQN_ASSERT(y.success); DQN_ASSERT(w.success); DQN_ASSERT(h.success); result.rects.data[sprite_rect_index++] = Dqn_Rect_InitNx4(DQN_CAST(Dqn_f32) x.value, DQN_CAST(Dqn_f32) y.value, DQN_CAST(Dqn_f32) w.value, DQN_CAST(Dqn_f32) h.value); } } DQN_ASSERT(result.rects.size == sprite_rect_index); DQN_ASSERT(result.anims.size == sprite_anim_index); return result; } extern "C" __declspec(dllexport) void TELY_DLL_Reload(void *user_data) { TELY_Platform *platform = DQN_CAST(TELY_Platform *)user_data; Dqn_Library_SetPointer(platform->core.dqn_lib); } extern "C" __declspec(dllexport) void TELY_DLL_Init(void *user_data) { TELY_Platform *platform = DQN_CAST(TELY_Platform *)user_data; TELY_DLL_Reload(user_data); FP_UnitTests(platform); // NOTE: TELY Game ============================================================================= TELY_Assets *assets = &platform->assets; FP_Game *game = Dqn_Arena_New(&platform->arena, FP_Game, Dqn_ZeroMem_Yes); game->chunk_pool = &platform->chunk_pool; platform->user_data = game; { TELY_AssetSpriteSheet *sheet = &game->hero_sprite_sheet; Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr); Dqn_String8 sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/adventurer-v1.5-sheet.png", DQN_STRING_FMT(assets->textures_dir)); sheet->tex_handle = platform->func_load_texture(assets, DQN_STRING8("Hero"), sheet_path); sheet->sprite_count = 109; sheet->sprites_per_row = 7; sheet->sprite_size = Dqn_V2I_InitNx2(50, 37); TELY_AssetSpriteAnimation hero_anims[] = { {DQN_STRING8("Everything"), /*index*/ 0, /*count*/ sheet->sprite_count, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Idle"), /*index*/ 0, /*count*/ 3, /*seconds_per_frame*/ 1 / 4.f}, {DQN_STRING8("Run"), /*index*/ 8, /*count*/ 6, /*seconds_per_frame*/ 1 / 8.f}, {DQN_STRING8("Jump"), /*index*/ 14, /*count*/ 10, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Floor slide"), /*index*/ 24, /*count*/ 5, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Unknown"), /*index*/ 29, /*count*/ 9, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Attack A"), /*index*/ 42, /*count*/ 7, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Attack B"), /*index*/ 49, /*count*/ 4, /*seconds_per_frame*/ 1 / 8.f}, {DQN_STRING8("Attack C"), /*index*/ 53, /*count*/ 6, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Hurt A"), /*index*/ 59, /*count*/ 5, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Hurt B"), /*index*/ 64, /*count*/ 5, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Unsheath sword"), /*index*/ 69, /*count*/ 4, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Sheath sword"), /*index*/ 73, /*count*/ 4, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Air drift"), /*index*/ 77, /*count*/ 2, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Air drop"), /*index*/ 79, /*count*/ 2, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Ladder climb"), /*index*/ 81, /*count*/ 4, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Chi push"), /*index*/ 85, /*count*/ 8, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Leap slice A"), /*index*/ 93, /*count*/ 7, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Leap slice B"), /*index*/ 100, /*count*/ 3, /*seconds_per_frame*/ 1 / 12.f}, {DQN_STRING8("Leap slice C"), /*index*/ 103, /*count*/ 6, /*seconds_per_frame*/ 1 / 12.f}, }; game->hero_sprite_anims = Dqn_Slice_Alloc(&platform->arena, DQN_ARRAY_UCOUNT(hero_anims), Dqn_ZeroMem_No); DQN_MEMCPY(game->hero_sprite_anims.data, &hero_anims, sizeof(hero_anims[0]) * DQN_ARRAY_UCOUNT(hero_anims)); } // NOTE: Load sprite sheets ==================================================================== { game->terry_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("terry_resized_25%")); game->terry_action_mappings = Dqn_Slice_CopyArray(&platform->arena, { {&game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, g_anim_names.terry_walk_idle)}, {&game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, g_anim_names.terry_walk_up)}, {&game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, g_anim_names.terry_walk_down)}, {&game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, g_anim_names.terry_walk_left)}, {&game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, g_anim_names.terry_walk_right)}, {&game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, g_anim_names.terry_attack_up)}, {&game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, g_anim_names.terry_attack_side)}, {&game->terry_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_sprite_sheet, g_anim_names.terry_attack_down)}, }); game->terry_merchant_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("terry_merchant_resized_25%")); game->terry_merchant_action_mappings = Dqn_Slice_CopyArray(&platform->arena, { {&game->terry_merchant_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->terry_merchant_sprite_sheet, g_anim_names.terry_merchant)}, }); game->smoochie_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("smoochie_resized_25%")); game->smoochie_action_mappings = Dqn_Slice_CopyArray(&platform->arena, { {&game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, g_anim_names.smoochie_walk_down)}, {&game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, g_anim_names.smoochie_walk_up)}, {&game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, g_anim_names.smoochie_walk_down)}, {&game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, g_anim_names.smoochie_walk_left)}, {&game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, g_anim_names.smoochie_walk_right)}, {&game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, g_anim_names.smoochie_attack_down)}, {&game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, g_anim_names.smoochie_attack_side)}, {&game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, g_anim_names.smoochie_attack_heart)}, {&game->smoochie_sprite_sheet, TELY_Asset_GetSpriteAnimation(&game->smoochie_sprite_sheet, g_anim_names.smoochie_death)}, }); } game->entities = Dqn_VArray_Init(&platform->arena, 1024 * 8); game->root_entity = Dqn_VArray_Make(&game->entities, Dqn_ZeroMem_No); Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle); // NOTE: Hero { FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Terry"); entity->type = FP_EntityType_Terry; entity->local_pos = Dqn_V2_InitNx2(1334, 396); entity->action_to_anim_mapping = game->terry_action_mappings; entity->size_scale = Dqn_V2_InitNx1(0.25f); entity->local_hit_box_size = Dqn_V2_InitNx2(428, 471) * entity->size_scale; entity->flags |= FP_GameEntityFlag_Clickable; entity->flags |= FP_GameEntityFlag_MoveByKeyboard; entity->flags |= FP_GameEntityFlag_MoveByMouse; entity->flags |= FP_GameEntityFlag_MoveByGamepad; entity->flags |= FP_GameEntityFlag_NonTraversable; entity->direction = FP_GameDirection_Left; game->clicked_entity = entity->handle; game->player = entity->handle; } // NOTE: Merchant { FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Merchant"); entity->type = FP_EntityType_Merchant; entity->local_pos = Dqn_V2_InitNx2(1000, 124); entity->local_hit_box_size = Dqn_V2_InitNx2(50, 50); entity->size_scale = Dqn_V2_InitNx1(0.25f); entity->action_to_anim_mapping = game->terry_merchant_action_mappings; entity->flags |= FP_GameEntityFlag_Clickable; entity->flags |= FP_GameEntityFlag_MoveByKeyboard; entity->flags |= FP_GameEntityFlag_MoveByMouse; entity->flags |= FP_GameEntityFlag_MoveByGamepad; entity->flags |= FP_GameEntityFlag_NonTraversable; } game->tile_size = 37; Dqn_V2I max_tile = platform->core.window_size / game->tile_size; // NOTE: Wall ================================================================================== if (0) { Dqn_V2I vert_wall_tile_size = Dqn_V2I_InitNx2(1, 12); Dqn_V2I right_wall_tile_pos = Dqn_V2I_InitNx2(max_tile.x - vert_wall_tile_size.x - 0, (max_tile.y / 2.f) - (vert_wall_tile_size.y * .5f)); Dqn_V2I left_wall_top_tile = Dqn_V2I_InitNx2(max_tile.x - vert_wall_tile_size.x - 12, (max_tile.y / 2.f) - (vert_wall_tile_size.y * .5f)); Dqn_V2I left_wall_bottom_tile = Dqn_V2I_InitNx2(left_wall_top_tile.x, left_wall_top_tile.y + vert_wall_tile_size.y); { Dqn_V2I const vert_wall_part_tile_size = Dqn_V2I_InitNx2(1, (vert_wall_tile_size.y / 2) - 2); FP_Game_EntityAddWallAtTile(game, DQN_STRING8("Base left-top wall"), left_wall_top_tile, vert_wall_part_tile_size); Dqn_V2I bottom_part_tile = Dqn_V2I_InitNx2(left_wall_top_tile.x, left_wall_top_tile.y + vert_wall_tile_size.y - vert_wall_part_tile_size.y); FP_Game_EntityAddWallAtTile(game, DQN_STRING8("Base left-bottom wall"), bottom_part_tile, vert_wall_part_tile_size); } FP_GameEntityHandle right_wall = FP_Game_EntityAddWallAtTile(game, DQN_STRING8("Base right wall"), right_wall_tile_pos, vert_wall_tile_size); Dqn_Rect right_wall_box = FP_Game_CalcEntityWorldHitBox(game, right_wall); Dqn_V2I right_wall_bottom_tile = FP_Game_WorldPosToTilePos(game, right_wall_box.pos + Dqn_V2_InitNx2(0, right_wall_box.size.y)); Dqn_V2I right_wall_top_left_tile = FP_Game_WorldPosToTilePos(game, right_wall_box.pos); { Dqn_V2I hori_wall_tile_size = Dqn_V2I_InitNx2((right_wall_tile_pos.x - left_wall_top_tile.x - 1) / 2 - 1, 1); { Dqn_V2I bottom_left_wall_tile_pos = Dqn_V2I_InitNx2(left_wall_bottom_tile.x + 1, left_wall_bottom_tile.y - 1); FP_Game_EntityAddWallAtTile(game, DQN_STRING8("Base bottom-left wall"), bottom_left_wall_tile_pos, hori_wall_tile_size); Dqn_V2I bottom_right_wall_tile_pos = Dqn_V2I_InitNx2(right_wall_bottom_tile.x - hori_wall_tile_size.x, right_wall_bottom_tile.y - 1); FP_Game_EntityAddWallAtTile(game, DQN_STRING8("Base bottom-right wall"), bottom_right_wall_tile_pos, hori_wall_tile_size); } { Dqn_V2I top_left_wall_tile_pos = Dqn_V2I_InitNx2(left_wall_top_tile.x + 1, left_wall_top_tile.y); FP_Game_EntityAddWallAtTile(game, DQN_STRING8("Base top-left wall"), top_left_wall_tile_pos, hori_wall_tile_size); Dqn_V2I top_right_wall_tile_pos = Dqn_V2I_InitNx2(right_wall_top_left_tile.x - hori_wall_tile_size.x, right_wall_top_left_tile.y); FP_Game_EntityAddWallAtTile(game, DQN_STRING8("Base top-right wall"), top_right_wall_tile_pos, hori_wall_tile_size); } } } // NOTE: Mob spawner =========================================================================== { FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Mob spawner"); entity->local_pos = Dqn_V2_InitNx2(50.f, platform->core.window_size.y * .5f); entity->flags |= FP_GameEntityFlag_Clickable; entity->flags |= FP_GameEntityFlag_MoveByKeyboard; entity->flags |= FP_GameEntityFlag_MoveByMouse; entity->flags |= FP_GameEntityFlag_MoveByGamepad; entity->flags |= FP_GameEntityFlag_MobSpawner; entity->spawn_cap = 16; entity->spawn_list = TELY_ChunkPool_New(game->chunk_pool, FP_GameEntitySpawnList); entity->spawn_list->next = entity->spawn_list; entity->spawn_list->prev = entity->spawn_list; FP_Game_PushParentEntity(game, entity->handle); { { FP_GameEntity *waypoint = FP_Game_MakeEntityPointerF(game, "Waypoint"); waypoint->local_pos = Dqn_V2_InitNx2(800.f, 100.f); waypoint->flags |= FP_GameEntityFlag_Clickable; waypoint->flags |= FP_GameEntityFlag_MoveByKeyboard; waypoint->flags |= FP_GameEntityFlag_MoveByMouse; waypoint->flags |= FP_GameEntityFlag_MoveByGamepad; waypoint->flags |= FP_GameEntityFlag_MobSpawnerWaypoint; } } FP_Game_PopParentEntity(game); } uint16_t font_size = 18; game->camera.scale = Dqn_V2_InitNx1(1); game->inter_regular_font = platform->func_load_font(assets, DQN_STRING8("Inter (Regular)"), DQN_STRING8("Data/Inter-Regular.otf"), font_size); game->inter_italic_font = platform->func_load_font(assets, DQN_STRING8("Inter (Italic)"), DQN_STRING8("Data/Inter-Italic.otf"), font_size); game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size); game->test_audio = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa")); } FP_ActionToAnimationMapping FP_Game_GetActionAnimMappingWithName(FP_Game *game, FP_GameEntityHandle entity_handle, Dqn_String8 name) { FP_GameEntity *entity = FP_Game_GetEntity(game, entity_handle); FP_ActionToAnimationMapping result = {}; for (FP_ActionToAnimationMapping const &mapping : entity->action_to_anim_mapping) { if (mapping.anim.label == name) { result = mapping; break; } } return result; } FP_ActionToAnimationMapping FP_EntityActionStateMachine(FP_Game *game, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector) { FP_GameEntityAction *action = &entity->action; 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 entity_has_velocity = entity->velocity.x || entity->velocity.y; FP_ActionToAnimationMapping result = {}; switch (entity->type) { case FP_EntityType_Terry: { FP_EntityTerryState *state = DQN_CAST(FP_EntityTerryState *)&action->state; if (*state == FP_EntityTerryState_Nil) FP_Game_EntityActionSetState(action, FP_EntityTerryState_Idle); if (*state == FP_EntityTerryState_Idle) { result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, g_anim_names.terry_walk_idle); if (action->flags & FP_GameEntityActionFlag_StateTransition) { FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, result); } else if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { switch (entity->direction) { case FP_GameDirection_Up: { FP_Game_EntityActionSetState(action, FP_EntityTerryState_AttackUp); } break; case FP_GameDirection_Left: { FP_Game_EntityActionSetState(action, FP_EntityTerryState_AttackSide); } break; case FP_GameDirection_Right: { FP_Game_EntityActionSetState(action, FP_EntityTerryState_AttackSide); } break; case FP_GameDirection_Down: { FP_Game_EntityActionSetState(action, FP_EntityTerryState_AttackDown); } break; } } else if (dir_vector.x || dir_vector.y) { FP_Game_EntityActionSetState(action, FP_EntityTerryState_Run); } } } if (*state == FP_EntityTerryState_AttackSide) { result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, g_anim_names.terry_attack_side); action->flip_on_x = entity->direction == FP_GameDirection_Right; if (action->flags & FP_GameEntityActionFlag_StateTransition) { FP_Game_EntityActionReset(action, result.anim.count * result.anim.seconds_per_frame, result); } else if (action_has_finished) { FP_Game_EntityActionSetState(action, FP_EntityTerryState_Idle); action->flip_on_x = false; } #if 0 else if (!FP_Game_EntityActionHasFailed(action) && we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { Dqn_f32 t01 = action->timer_s / action->end_at_s; if (t01 > 0.5f) FP_Game_EntityActionSetState(action, FP_EntityTerryState_AttackB); else action->flags |= FP_GameEntityActionFlag_Failed; } } #endif } if (*state == FP_EntityTerryState_AttackUp) { result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, g_anim_names.terry_attack_up); if (action->flags & FP_GameEntityActionFlag_StateTransition) { FP_Game_EntityActionReset(action, result.anim.count * result.anim.seconds_per_frame, result); } else if (action_has_finished) { FP_Game_EntityActionSetState(action, FP_EntityTerryState_Idle); } } if (*state == FP_EntityTerryState_AttackDown) { result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, g_anim_names.terry_attack_down); if (action->flags & FP_GameEntityActionFlag_StateTransition) { FP_Game_EntityActionReset(action, result.anim.count * result.anim.seconds_per_frame, result); } else if (action_has_finished) { FP_Game_EntityActionSetState(action, FP_EntityTerryState_Idle); } } if (*state == FP_EntityTerryState_Run) { Dqn_String8 desired_action_name = {}; switch (entity->direction) { case FP_GameDirection_Up: desired_action_name = g_anim_names.terry_walk_up; break; case FP_GameDirection_Down: desired_action_name = g_anim_names.terry_walk_down; break; case FP_GameDirection_Left: desired_action_name = g_anim_names.terry_walk_left; break; case FP_GameDirection_Right: desired_action_name = g_anim_names.terry_walk_right; break; } result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, desired_action_name); if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { switch (entity->direction) { case FP_GameDirection_Up: { FP_Game_EntityActionSetState(action, FP_EntityTerryState_AttackUp); } break; case FP_GameDirection_Left: { FP_Game_EntityActionSetState(action, FP_EntityTerryState_AttackSide); } break; case FP_GameDirection_Right: { FP_Game_EntityActionSetState(action, FP_EntityTerryState_AttackSide); } break; case FP_GameDirection_Down: { FP_Game_EntityActionSetState(action, FP_EntityTerryState_AttackDown); } break; } } else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftShift) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_A)) { FP_Game_EntityActionSetState(action, FP_EntityTerryState_Dash); } } // NOTE: Also handles state transition if (action->mapping.anim.label != result.anim.label) { FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, result); } if (!entity_has_velocity /*&& !has_collision*/) { FP_Game_EntityActionSetState(action, FP_EntityTerryState_Idle); } } if (*state == FP_EntityTerryState_Dash) { result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, g_anim_names.terry_walk_right); if (action->flags & FP_GameEntityActionFlag_StateTransition) { FP_Game_EntityActionReset(action, result.anim.count * result.anim.seconds_per_frame, result); Dqn_V2 dash_dir = {}; switch (entity->direction) { case FP_GameDirection_Up: dash_dir.y = -1.f; break; case FP_GameDirection_Down: dash_dir.y = +1.f; break; case FP_GameDirection_Left: dash_dir.x = -1.f; break; case FP_GameDirection_Right: dash_dir.x = +1.f; break; } 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_EntityTerryState_Run); } else { FP_Game_EntityActionSetState(action, FP_EntityTerryState_Idle); } } } if (*state == FP_EntityTerryState_AttackUp || *state == FP_EntityTerryState_AttackDown || *state == FP_EntityTerryState_AttackSide) { entity->attack_box_size = entity->local_hit_box_size; // NOTE: Position the attack box if (entity->direction == FP_GameDirection_Left) { entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w, entity->local_hit_box_offset.y); } else { entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->local_hit_box_size.w, entity->local_hit_box_offset.y); } } else { entity->attack_box_size = {}; } } break; case FP_EntityType_Smoochie: { FP_EntitySmoochieState *state = DQN_CAST(FP_EntitySmoochieState *)&action->state; if (*state == FP_EntitySmoochieState_Nil) FP_Game_EntityActionSetState(action, FP_EntitySmoochieState_Idle); if (*state == FP_EntitySmoochieState_Idle) { result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, g_anim_names.smoochie_walk_down); if (action->flags & FP_GameEntityActionFlag_StateTransition) { FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, result); } else if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { switch (entity->direction) { case FP_GameDirection_Up: /*FALLTHRU*/ case FP_GameDirection_Right: /*FALLTHRU*/ case FP_GameDirection_Left: { FP_Game_EntityActionSetState(action, FP_EntitySmoochieState_AttackSide); } break; case FP_GameDirection_Down: { FP_Game_EntityActionSetState(action, FP_EntitySmoochieState_AttackDown); } break; } } else if (dir_vector.x || dir_vector.y) { FP_Game_EntityActionSetState(action, FP_EntitySmoochieState_Run); } } } if (*state == FP_EntitySmoochieState_AttackDown) { result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, g_anim_names.smoochie_attack_down); if (action->flags & FP_GameEntityActionFlag_StateTransition) { FP_Game_EntityActionReset(action, result.anim.count * result.anim.seconds_per_frame, result); } else if (action_has_finished) { FP_Game_EntityActionSetState(action, FP_EntitySmoochieState_Idle); } } if (*state == FP_EntitySmoochieState_AttackSide) { result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, g_anim_names.smoochie_attack_side); action->flip_on_x = entity->direction == FP_GameDirection_Right; if (action->flags & FP_GameEntityActionFlag_StateTransition) { FP_Game_EntityActionReset(action, result.anim.count * result.anim.seconds_per_frame, result); } else if (action_has_finished) { FP_Game_EntityActionSetState(action, FP_EntitySmoochieState_Idle); action->flip_on_x = false; } } if (*state == FP_EntitySmoochieState_Run) { Dqn_String8 desired_action_name = {}; switch (entity->direction) { case FP_GameDirection_Up: desired_action_name = g_anim_names.smoochie_walk_up; break; case FP_GameDirection_Down: desired_action_name = g_anim_names.smoochie_walk_down; break; case FP_GameDirection_Left: desired_action_name = g_anim_names.smoochie_walk_left; break; case FP_GameDirection_Right: desired_action_name = g_anim_names.smoochie_walk_right; break; } result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, desired_action_name); if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { switch (entity->direction) { case FP_GameDirection_Up: /*FALLTHRU*/ case FP_GameDirection_Right: /*FALLTHRU*/ case FP_GameDirection_Left: { FP_Game_EntityActionSetState(action, FP_EntitySmoochieState_AttackSide); } break; case FP_GameDirection_Down: { FP_Game_EntityActionSetState(action, FP_EntitySmoochieState_AttackDown); } break; } } } // NOTE: Also handles state transition if (action->mapping.anim.label != result.anim.label) { FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, result); } if (!entity_has_velocity /*&& !has_collision*/) { FP_Game_EntityActionSetState(action, FP_EntitySmoochieState_Idle); } } if (*state == FP_EntitySmoochieState_AttackSide || *state == FP_EntitySmoochieState_AttackDown) { entity->attack_box_size = entity->local_hit_box_size; // NOTE: Position the attack box if (entity->direction == FP_GameDirection_Left) { entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w, entity->local_hit_box_offset.y); } else { entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->local_hit_box_size.w, entity->local_hit_box_offset.y); } } else { entity->attack_box_size = {}; } } break; case FP_EntityType_Merchant: { FP_EntityTerryMerchantState *state = DQN_CAST(FP_EntityTerryMerchantState *)&action->state; if (*state == FP_EntityTerryMerchantState_Nil) FP_Game_EntityActionSetState(action, FP_EntityTerryMerchantState_Idle); if (*state == FP_EntityTerryMerchantState_Idle) { result = FP_Game_GetActionAnimMappingWithName(game, entity->handle, g_anim_names.terry_merchant); if (action->flags & FP_GameEntityActionFlag_StateTransition) { FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, result); } } } break; } // NOTE: Tick entity action ================================================================ action->timer_s += DQN_CAST(Dqn_f32)input->delta_s; return result; } void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer, TELY_PlatformInput *input) { Dqn_Profiler_ZoneScopeWithIndex("FP_Update", FP_ProfileZone_FPUpdate); if (TELY_Platform_InputKeyIsReleased(input->mouse_left)) game->clicked_entity = game->prev_active_entity; Dqn_V2 dir_vector = {}; // NOTE: Keyboard movement input if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_W)) dir_vector.y = -1.f; if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_A)) dir_vector.x = -1.f; if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_S)) dir_vector.y = +1.f; if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D)) dir_vector.x = +1.f; // NOTE: Gamepad movement input // NOTE: button_codes 0 should be the first gamepad connected, we can // get this working with other gamepads later uint32_t gamepad = 0; if (input->button_codes[gamepad]) { dir_vector.x += input->left_stick[gamepad].x; dir_vector.y += input->left_stick[gamepad].y; } if (dir_vector.x && dir_vector.y) { dir_vector.x *= 0.7071067811865475244f; dir_vector.y *= 0.7071067811865475244f; } if (game->clicked_entity.id) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete)) FP_Game_DeleteEntity(game, game->clicked_entity); } else { game->camera.world_pos += dir_vector * 5.f; } Dqn_ProfilerZone update_zone = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: Entity loop"), FP_ProfileZone_FPUpdate_EntityLoop); for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) { FP_GameEntity *entity = it.entity; entity->alive_time_s += input->delta_s; // NOTE: Move entity by keyboard and gamepad =============================================== Dqn_V2 acceleration = {}; if (game->clicked_entity == entity->handle) { if (entity->flags & (FP_GameEntityFlag_MoveByKeyboard | FP_GameEntityFlag_MoveByGamepad)) { bool move_entity = false; switch (entity->type) { case FP_EntityType_Terry: { FP_EntityTerryState *state = DQN_CAST(FP_EntityTerryState *)&entity->action.state; move_entity = *state == FP_EntityTerryState_Run || *state == FP_EntityTerryState_Idle; } break; case FP_EntityType_Smoochie: { FP_EntitySmoochieState *state = DQN_CAST(FP_EntitySmoochieState *)&entity->action.state; move_entity = *state == FP_EntitySmoochieState_Run || *state == FP_EntitySmoochieState_Idle; } break; case FP_EntityType_Merchant: break; } if (move_entity) { acceleration = dir_vector * 10000000.f; if (dir_vector.x) entity->direction = dir_vector.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left; else if (dir_vector.y) entity->direction = dir_vector.y > 0.f ? FP_GameDirection_Down : FP_GameDirection_Up; } } } // NOTE: Stalk entity ====================================================================== Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle); #if 0 { FP_GameEntity *stalk_entity = FP_Game_GetEntity(game, entity->stalk_entity); if (stalk_entity->handle.id) { Dqn_Profiler_ZoneScopeWithIndex("FP_Update: Path finding", FP_ProfileZone_FPUpdate_PathFinding); Dqn_V2 stalk_world_pos = FP_Game_CalcEntityWorldPos(game, stalk_entity->handle); Dqn_V2I stalk_tile = Dqn_V2I_InitNx2(stalk_world_pos.x / game->tile_size, stalk_world_pos.y / game->tile_size); if (entity->stalk_entity_last_known_tile != stalk_tile) { entity->stalk_entity_last_known_tile = stalk_tile; // NOTE: Dealloc all waypoints for (FP_GameWaypoint *waypoint = entity->waypoints->next; waypoint != entity->waypoints; ) { FP_GameWaypoint *next = waypoint->next; TELY_ChunkPool_Dealloc(game->chunk_pool, waypoint); waypoint = next; } entity->waypoints->next = entity->waypoints; entity->waypoints->prev = entity->waypoints; Dqn_Slice path_find = FP_Game_AStarPathFind(game, &platform->frame_arena, platform, entity->handle, stalk_tile); for (Dqn_usize index = path_find.size - 1; index < path_find.size; index--) { FP_GameWaypoint *waypoint = TELY_ChunkPool_New(game->chunk_pool, FP_GameWaypoint); waypoint->pos = path_find.data[index]; waypoint->next = entity->waypoints; waypoint->prev = entity->waypoints->prev; waypoint->next->prev = waypoint; waypoint->prev->next = waypoint; } } } } #endif // NOTE: Render the waypoints for (FP_GameWaypoint *waypoint = entity->waypoints->next; waypoint != entity->waypoints; waypoint = waypoint->next) { Dqn_V2 circle_pos = Dqn_V2_InitNx2(waypoint->pos.x, waypoint->pos.y); TELY_Render_CircleColourV4(renderer, circle_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_MAGENTA_V4); } if (entity->waypoints->next != entity->waypoints) { FP_GameWaypoint *waypoint = entity->waypoints->next; Dqn_V2 target_pos = Dqn_V2_InitV2I(entity->waypoints->next->pos); Dqn_V2 entity_to_target_pos = target_pos - entity_world_pos; if (Dqn_V2_LengthSq(entity_to_target_pos) < DQN_SQUARED(entity->local_hit_box_size.x * .5f)) { waypoint->next->prev = waypoint->prev; waypoint->prev->next = waypoint->next; TELY_ChunkPool_Dealloc(game->chunk_pool, waypoint); } else { Dqn_V2 entity_to_target_pos_norm = Dqn_V2_Normalise(entity_to_target_pos); if (acceleration.x == 0 && acceleration.y == 0) { acceleration = entity_to_target_pos_norm * 1'000'000.f; } } } // NOTE: Core equations of motion ========================================================== bool has_collision = false; { // f"(t) = a // f'(t) = at + v // f (t) = 0.5f*a(t^2) + vt + p Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s); Dqn_f32 t_squared = DQN_SQUARED(t); Dqn_f32 velocity_falloff_coefficient = 0.25f; if (entity->handle == game->clicked_entity) { if (dir_vector.x || dir_vector.y) velocity_falloff_coefficient = 0.82f; } entity->velocity = (acceleration * t) + entity->velocity * velocity_falloff_coefficient; // NOTE: Zero out velocity with epsilon if (DQN_ABS(entity->velocity.x) < 5.f) entity->velocity.x = 0.f; if (DQN_ABS(entity->velocity.y) < 5.f) entity->velocity.y = 0.f; Dqn_V2 delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t); Dqn_Rect entity_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle); Dqn_V2 entity_pos = Dqn_Rect_Center(entity_world_hit_box); Dqn_V2 entity_new_pos = entity_pos + delta_pos; for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->root_entity); ) { FP_GameEntity *collider = collider_it.entity; if (collider->handle == entity->handle) continue; // NOTE: Sweep collider with half the radius of the source entity Dqn_Rect collider_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, collider->handle); Dqn_Rect swept_collider_world_hit_box = collider_world_hit_box; swept_collider_world_hit_box.pos -= (entity_world_hit_box.size * .5f); swept_collider_world_hit_box.size += entity_world_hit_box.size; if (!Dqn_Rect_ContainsPoint(swept_collider_world_hit_box, entity_new_pos)) continue; Dqn_f32 collider_left_wall_x = swept_collider_world_hit_box.pos.x; Dqn_f32 collider_right_wall_x = swept_collider_world_hit_box.pos.x + swept_collider_world_hit_box.size.w; Dqn_f32 collider_top_wall_y = swept_collider_world_hit_box.pos.y; Dqn_f32 collider_bottom_wall_y = swept_collider_world_hit_box.pos.y + swept_collider_world_hit_box.size.h; Dqn_V2 o = entity_pos; Dqn_V2 d = delta_pos; // NOTE: Solve collision by determining the 't' value at which // we hit one of the walls of the collider and move the entity // at exactly that point. // O + td = x // td = x - O // t = (x - O) / d Dqn_f32 const SENTINEL_T = 999.f; Dqn_f32 earliest_t = SENTINEL_T; if (d.x != 0.f) { Dqn_f32 left_t = (collider_left_wall_x - o.x) / d.x; Dqn_f32 right_t = (collider_right_wall_x - o.x) / d.x; if (left_t >= 0.f && left_t <= 1.f) earliest_t = DQN_MIN(earliest_t, left_t); if (right_t >= 0.f && right_t <= 1.f) earliest_t = DQN_MIN(earliest_t, right_t); } if (d.y != 0.f) { Dqn_f32 top_t = (collider_top_wall_y - o.y) / d.y; Dqn_f32 bottom_t = (collider_bottom_wall_y - o.y) / d.y; if (top_t >= 0.f && top_t <= 1.f) earliest_t = DQN_MIN(earliest_t, top_t); if (bottom_t >= 0.f && bottom_t <= 1.f) earliest_t = DQN_MIN(earliest_t, bottom_t); } if (earliest_t != SENTINEL_T) { Dqn_V2 pos_just_before_collide = entity_pos + (d * earliest_t); Dqn_V2 new_delta_p = pos_just_before_collide - entity_pos; entity->local_pos += new_delta_p; has_collision = true; } } if (!has_collision) { entity->local_pos += delta_pos; } } // NOTE: Move entity by mouse ============================================================== if (game->active_entity == entity->handle && entity->flags & FP_GameEntityFlag_MoveByMouse) { if (entity->flags & FP_GameEntityFlag_MoveByMouse) { entity->velocity = {}; entity->local_pos += input->mouse_p_delta; } } if (entity->flags & FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox) { Dqn_Rect children_bbox = {}; // TODO(doyle): Is the hit box supposed to include the containing // entity itself? Not sure children_bbox.pos = FP_Game_CalcEntityWorldPos(game, entity->handle); for (FP_GameEntityIterator child_it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &child_it, entity);) { FP_GameEntity *child = child_it.entity; DQN_ASSERT(child != entity); Dqn_Rect bbox = FP_Game_CalcEntityWorldBoundingBox(game, child->handle); children_bbox = Dqn_Rect_Union(children_bbox, bbox); } Dqn_Rect padded_bbox = Dqn_Rect_Expand(children_bbox, 16.f); entity->local_hit_box_offset = padded_bbox.pos - entity->local_pos + (padded_bbox.size * .5f); entity->local_hit_box_size = padded_bbox.size; } // NOTE: Handle input on entity ============================================================ FP_ActionToAnimationMapping action_to_anim_mapping = FP_EntityActionStateMachine(game, input, entity, dir_vector); // NOTE: Mob spawner ======================================================================= if (entity->flags & FP_GameEntityFlag_MobSpawner) { // NOTE: Check if any spawned entities dies to remove it from the spawn cap tracker for (FP_GameEntitySpawnList *link = entity->spawn_list->next; link != entity->spawn_list;) { FP_GameEntity *spawned_entity = FP_Game_GetEntity(game, link->entity); if (spawned_entity) { // NOTE: Spawned entity is still alive link = link->next; continue; } DQN_ASSERT(entity->spawn_count); entity->spawn_count--; // NOTE: Entity is dead remove it from the linked list FP_GameEntitySpawnList *link_to_delete = link; link->next->prev = link->prev; link->prev->next = link->next; link = link->next; TELY_ChunkPool_Dealloc(game->chunk_pool, link_to_delete); } if (entity->spawn_count < entity->spawn_cap) { // NOTE: Spawn new entities if (input->timer_s >= entity->next_spawn_timestamp_s) { entity->next_spawn_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 5.f); entity->spawn_count++; FP_GameEntitySpawnList *item = TELY_ChunkPool_New(game->chunk_pool, FP_GameEntitySpawnList); item->entity = FP_Game_EntityAddMob(game, entity_world_pos); FP_SentinelDoublyLinkedList_Insert(entity->spawn_list, item); // NOTE: Setup the mob with a sentinel waypoint FP_GameEntity *mob = FP_Game_GetEntity(game, item->entity); mob->waypoints = TELY_ChunkPool_New(game->chunk_pool, FP_GameWaypoint); mob->waypoints->next = mob->waypoints; mob->waypoints->prev = mob->waypoints; for (FP_GameEntity *waypoint_entity = entity->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) { if ((waypoint_entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint) == 0) continue; // NOTE: Add the waypoint FP_GameWaypoint *waypoint = TELY_ChunkPool_New(game->chunk_pool, FP_GameWaypoint); Dqn_V2 waypoint_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle); waypoint->pos = Dqn_V2I_InitV2(waypoint_pos); FP_SentinelDoublyLinkedList_Insert(mob->waypoints, waypoint); } } } } } Dqn_Profiler_EndZone(update_zone); // NOTE: Do attacks ============================================================================ auto attack_zone = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: Attacks"), FP_ProfileZone_FPUpdate_Attacks); for (FP_GameEntityIterator attacker_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &attacker_it, game->root_entity); ) { FP_GameEntity *attacker = attacker_it.entity; // NOTE: Resolve attack boxes if (!Dqn_V2_Area(attacker->attack_box_size)) continue; Dqn_Rect attacker_box = FP_Game_CalcEntityAttackWorldHitBox(game, attacker->handle); Dqn_V2 attacker_world_pos = FP_Game_CalcEntityWorldPos(game, attacker->handle); for (FP_GameEntityIterator defender_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &defender_it, game->root_entity); ) { FP_GameEntity *defender = defender_it.entity; if (defender->handle == attacker->handle) continue; Dqn_Rect defender_box = FP_Game_CalcEntityWorldHitBox(game, defender->handle); if (!Dqn_Rect_Intersects(attacker_box, defender_box)) continue; Dqn_V2 defender_world_pos = Dqn_Rect_Center(defender_box); Dqn_V2 attack_dir_vector = {}; if (attacker_world_pos.x < defender_world_pos.x) attack_dir_vector.x = 1.f; else attack_dir_vector.x = -1.f; Dqn_V2 acceleration = attack_dir_vector * 500'000.f; Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s); Dqn_f32 t_squared = DQN_SQUARED(t); Dqn_V2 delta_p = (acceleration * 0.5f * t_squared) + (defender->velocity * t); defender->velocity = (acceleration * t) + defender->velocity * 2.0f; } } Dqn_Profiler_EndZone(attack_zone); } void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer) { Dqn_Profiler_ZoneScopeWithIndex("FP_Render", FP_ProfileZone_FPRender); TELY_PlatformInput *input = &platform->input; Dqn_M2x3 model_view = FP_Game_CameraModelViewM2x3(game->camera, platform); Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(model_view, input->mouse_p); // NOTE: Draw tiles ============================================================================ Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / game->tile_size); Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / game->tile_size); for (Dqn_usize x = 0; x < tile_count_x; x++) { Dqn_V2 start = Dqn_V2_InitNx2((x + 1) * game->tile_size, 0); Dqn_V2 end = Dqn_V2_InitNx2(start.x, platform->core.window_size.h); TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, .25f), 1.f); } for (Dqn_usize y = 0; y < tile_count_y; y++) { Dqn_V2 start = Dqn_V2_InitNx2(0, (y + 1) * game->tile_size); Dqn_V2 end = Dqn_V2_InitNx2(platform->core.window_size.w, start.y); TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, .25f), 1.f); } // NOTE: Draw entities ========================================================================= for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) { FP_GameEntity *entity = it.entity; entity->alive_time_s += input->delta_s; // NOTE: Render shapes in entity =========================================================== Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle); for (FP_GameShape const &shape_ : entity->shapes) { FP_GameShape const *shape = &shape_; Dqn_V2 local_to_world_p1 = world_pos + shape->p1; Dqn_V2 local_to_world_p2 = world_pos + shape->p2; switch (shape->type) { case FP_GameShapeType_None: { } break; case FP_GameShapeType_Circle: { TELY_Render_CircleColourV4(renderer, local_to_world_p1, shape->circle_radius, shape->render_mode, shape->colour); } break; case FP_GameShapeType_Rect: { Dqn_Rect rect = Dqn_Rect_InitV2x2(local_to_world_p1, local_to_world_p2 - local_to_world_p1); rect.pos -= rect.size * .5f; TELY_Render_RectColourV4(renderer, rect, shape->render_mode, shape->colour); } break; case FP_GameShapeType_Line: { TELY_Render_LineColourV4(renderer, local_to_world_p1, local_to_world_p2, shape->colour, shape->line_thickness); } break; } } // NOTE: Render entity sprites ============================================================= if (entity->action.mapping.anim.label.size) { FP_GameEntityAction const *action = &entity->action; TELY_AssetSpriteSheet const *sprite_sheet = action->mapping.sheet; TELY_AssetSpriteAnimation const *sprite_anim = &action->mapping.anim; uint16_t anim_frame = DQN_CAST(uint16_t)(action->timer_s / sprite_anim->seconds_per_frame) % sprite_anim->count; Dqn_usize sprite_index = sprite_anim->index + anim_frame; Dqn_Rect src_rect = {}; switch (sprite_sheet->type) { case TELY_AssetSpriteSheetType_Uniform: { Dqn_usize sprite_sheet_row = sprite_index / sprite_sheet->sprites_per_row; Dqn_usize sprite_sheet_column = sprite_index % sprite_sheet->sprites_per_row; src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite_sheet->sprite_size.w); src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite_sheet->sprite_size.y); src_rect.size.w = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.w; src_rect.size.h = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.h; } break; case TELY_AssetSpriteSheetType_Rects: { DQN_ASSERT(sprite_index < sprite_sheet->rects.size); src_rect = sprite_sheet->rects.data[sprite_index]; } break; } Dqn_Rect dest_rect = {}; dest_rect.size = src_rect.size * entity->size_scale; dest_rect.pos = world_pos - (dest_rect.size * .5f); if (action->flip_on_x) dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally TELY_Render_TextureColourV4(renderer, sprite_sheet->tex_handle, src_rect, dest_rect, TELY_COLOUR_WHITE_V4); } // NOTE: Render attack box ================================================================= { Dqn_Rect attack_box = FP_Game_CalcEntityAttackWorldHitBox(game, entity->handle); TELY_Render_RectColourV4(renderer, attack_box, TELY_RenderShapeMode_Line, TELY_COLOUR_RED_TOMATO_V4); } // NOTE: Render world position ============================================================= TELY_Render_CircleColourV4(renderer, world_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4); // NOTE: Render hot/active entity ========================================================== Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle); if (game->clicked_entity == entity->handle) { TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4); } else if (game->hot_entity == entity->handle || (entity->flags & FP_GameEntityFlag_DrawHitBox)) { Dqn_V4 hot_colour = game->hot_entity == entity->handle ? TELY_COLOUR_RED_TOMATO_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_YELLOW_SANDY_V4, .5f); TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, hot_colour); } if (game->hot_entity == entity->handle) { if (entity->name.size) { Dqn_V2I player_tile = Dqn_V2I_InitNx2(world_pos.x / game->tile_size, world_pos.y / game->tile_size); Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle); Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr); Dqn_String8 label = Dqn_String8_InitF(scratch.allocator, "%.*s (%.1f, %.1f) (%I32d, %I32d)", DQN_STRING_FMT(entity->name), entity_world_pos.x, entity_world_pos.y, player_tile.x, player_tile.y); TELY_Render_Text(renderer, world_mouse_p, Dqn_V2_InitNx2(0.f, 1), label); } } } } extern "C" __declspec(dllexport) void TELY_DLL_FrameUpdate(void *user_data) { TELY_Platform *platform = DQN_CAST(TELY_Platform *) user_data; TELY_PlatformInput *input = &platform->input; TELY_Assets *assets = &platform->assets; TELY_Renderer *renderer = &platform->renderer; FP_Game *game = DQN_CAST(FP_Game *) platform->user_data; TELY_RFui *rfui = &game->rfui; TELY_Render_ClearColourV3(renderer, TELY_COLOUR_BLACK_MIDNIGHT_V4.rgb); TELY_Render_PushFont(renderer, game->jetbrains_mono_font); TELY_RFui_FrameSetup(rfui, &platform->frame_arena); TELY_RFui_PushFont(rfui, game->jetbrains_mono_font); TELY_RFui_PushLabelColourV4(rfui, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4); // ============================================================================================= game->prev_clicked_entity = game->clicked_entity; game->prev_hot_entity = game->hot_entity; game->prev_active_entity = game->active_entity; game->hot_entity = {}; game->active_entity = {}; Dqn_FArray_Clear(&game->parent_entity_stack); Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle); Dqn_M2x3 model_view = FP_Game_CameraModelViewM2x3(game->camera, platform); TELY_Render_PushTransform(renderer, model_view); Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(model_view, input->mouse_p); // ============================================================================================= TELY_Audio *audio = &platform->audio; if (audio->playback_size == 0) { TELY_Audio_Play(audio, game->test_audio, 1.f /*volume*/); } // ============================================================================================= if (TELY_Platform_InputKeyWasDown(input->mouse_left) && TELY_Platform_InputKeyIsDown(input->mouse_left)) { if (game->prev_active_entity.id) game->active_entity = game->prev_active_entity; } else { for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity); ) { FP_GameEntity *entity = it.entity; if (entity->local_hit_box_size.x <= 0 || entity->local_hit_box_size.y <= 0) continue; if ((entity->flags & FP_GameEntityFlag_Clickable) == 0) continue; Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle); if (!Dqn_Rect_ContainsPoint(world_hit_box, world_mouse_p)) continue; game->hot_entity = entity->handle; if (TELY_Platform_InputKeyIsPressed(input->mouse_left)) { game->active_entity = entity->handle; game->clicked_entity = entity->handle; } } } Dqn_f32 const PHYSICS_STEP = 1 / 60.f; for (game->delta_s_accumulator += DQN_CAST(Dqn_f32)input->delta_s; game->delta_s_accumulator > PHYSICS_STEP; game->delta_s_accumulator -= PHYSICS_STEP) { FP_Update(platform, game, renderer, input); } FP_Render(game, platform, renderer); // NOTE: UI ==================================================================================== { TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity()); DQN_DEFER { TELY_Render_PopTransform(renderer); }; // NOTE: Info bar ========================================================================== { TELY_RFuiResult info_bar = TELY_RFui_Row(rfui, DQN_STRING8("Info Bar")); info_bar.widget->semantic_position[TELY_RFuiAxis_X].kind = TELY_RFuiPositionKind_Absolute; info_bar.widget->semantic_position[TELY_RFuiAxis_X].value = 10.f; info_bar.widget->semantic_position[TELY_RFuiAxis_Y].kind = TELY_RFuiPositionKind_Absolute; info_bar.widget->semantic_position[TELY_RFuiAxis_Y].value = 10.f; TELY_RFui_PushParent(rfui, info_bar.widget); DQN_DEFER { TELY_RFui_PopParent(rfui); }; Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr); TELY_RFui_TextF(rfui, "TELY"); if (Dqn_String8_IsValid(platform->core.os_name)) { TELY_RFui_TextF(rfui, " | %.*s", DQN_STRING_FMT(platform->core.os_name)); } TELY_RFui_TextF(rfui, " | %dx%d %.1fHz | TSC %.1f GHz", platform->core.display.size.w, platform->core.display.size.h, platform->core.display.refresh_rate, platform->core.tsc_per_second / 1'000'000'000.0); if (platform->core.ram_mb) TELY_RFui_TextF(rfui, " | RAM %.1fGB", platform->core.ram_mb / 1024.0); TELY_RFui_TextF(rfui, " | Work %04.1fms/f (%04.1f%%) | %05.1f FPS | Frame %'I64u | Timer %.1fs", input->work_ms, input->work_ms * 100.0 / input->delta_ms, 1000.0 / input->delta_ms, input->frame_counter, input->timer_s); } // NOTE: Profiler { TELY_RFuiResult profiler_layout = TELY_RFui_Column(rfui, DQN_STRING8("Profiler Bar")); profiler_layout.widget->semantic_position[TELY_RFuiAxis_X].kind = TELY_RFuiPositionKind_Absolute; profiler_layout.widget->semantic_position[TELY_RFuiAxis_X].value = 10.f; profiler_layout.widget->semantic_position[TELY_RFuiAxis_Y].kind = TELY_RFuiPositionKind_Absolute; profiler_layout.widget->semantic_position[TELY_RFuiAxis_Y].value = TELY_Asset_GetFont(assets, TELY_RFui_ActiveFont(rfui))->pixel_height * 1.5f; TELY_RFui_PushParent(rfui, profiler_layout.widget); DQN_DEFER { TELY_RFui_PopParent(rfui); }; Dqn_ProfilerAnchor *anchors = Dqn_Profiler_AnchorBuffer(Dqn_ProfilerAnchorBuffer_Back); for (size_t anchor_index = 1; anchor_index < DQN_PROFILER_ANCHOR_BUFFER_SIZE; anchor_index++) { Dqn_ProfilerAnchor const *anchor = anchors + anchor_index; if (!anchor->hit_count) continue; uint64_t tsc_exclusive = anchor->tsc_exclusive; uint64_t tsc_inclusive = anchor->tsc_inclusive; Dqn_f64 tsc_exclusive_milliseconds = tsc_exclusive * 1000 / DQN_CAST(Dqn_f64)platform->core.tsc_per_second; if (tsc_exclusive == tsc_inclusive) { TELY_RFui_TextF(rfui, "%.*s[%u]: %.1fms", DQN_STRING_FMT(anchor->name), anchor->hit_count, tsc_exclusive_milliseconds); } else { Dqn_f64 tsc_inclusive_milliseconds = tsc_inclusive * 1000 / DQN_CAST(Dqn_f64)platform->core.tsc_per_second; TELY_RFui_TextF(rfui, "%.*s[%u]: %.1f/%.1fms", DQN_STRING_FMT(anchor->name), anchor->hit_count, tsc_exclusive_milliseconds, tsc_inclusive_milliseconds); } } } } TELY_RFui_Flush(rfui, renderer, input, assets); //TELY_Audio_MixPlaybackSamples(audio, assets); }