#if defined(__clang__) #pragma once #include "feely_pona_unity.h" #endif static Dqn_f32 FP_Entity_CalcSpriteScaleForDesiredHeight(FP_Game *game, FP_Meters height, Dqn_Rect sprite_rect) { Dqn_f32 sprite_in_meters = FP_Game_PixelsToMetersNx1(game, sprite_rect.size.y); Dqn_f32 result = height.meters / sprite_in_meters; return result; } FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, uint32_t raw_state, FP_GameDirection direction) { FP_EntityRenderData result = {}; switch (type) { case FP_EntityType_Nil: { } break; case FP_EntityType_Map: { result.height.meters = 41.9f; result.anim_name = g_anim_names.map; } break; case FP_EntityType_Terry: { result.height.meters = 1.8f; FP_EntityTerryState state = DQN_CAST(FP_EntityTerryState)raw_state; switch (state) { case FP_EntityTerryState_Nil: break; case FP_EntityTerryState_Idle: result.anim_name = g_anim_names.terry_walk_idle; break; case FP_EntityTerryState_Attack: { switch (direction) { case FP_GameDirection_Up: result.anim_name = g_anim_names.terry_attack_up; break; case FP_GameDirection_Down: result.anim_name = g_anim_names.terry_attack_down; break; case FP_GameDirection_Left: result.anim_name = g_anim_names.terry_attack_side; break; case FP_GameDirection_Right: result.anim_name = g_anim_names.terry_attack_side; result.flip = TELY_AssetFlip_X; break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } } break; case FP_EntityTerryState_RangeAttack: { switch (direction) { case FP_GameDirection_Up: result.anim_name = g_anim_names.terry_attack_phone_up; break; case FP_GameDirection_Down: result.anim_name = g_anim_names.terry_attack_phone_down; break; case FP_GameDirection_Left: result.anim_name = g_anim_names.terry_attack_phone_side; result.flip = TELY_AssetFlip_X; break; case FP_GameDirection_Right: result.anim_name = g_anim_names.terry_attack_phone_side; break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } } break; case FP_EntityTerryState_Run: /*FALLTHRU*/ case FP_EntityTerryState_Dash: { switch (direction) { case FP_GameDirection_Up: result.anim_name = g_anim_names.terry_walk_up; break; case FP_GameDirection_Down: result.anim_name = g_anim_names.terry_walk_down; break; case FP_GameDirection_Left: result.anim_name = g_anim_names.terry_walk_left; break; case FP_GameDirection_Right: result.anim_name = g_anim_names.terry_walk_right; break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } } break; } } break; case FP_EntityType_Smoochie: { result.height.meters = 1.6f; FP_EntitySmoochieState state = DQN_CAST(FP_EntitySmoochieState)raw_state; switch (state) { case FP_EntitySmoochieState_Nil: break; case FP_EntitySmoochieState_Idle: result.anim_name = g_anim_names.smoochie_walk_down; break; case FP_EntitySmoochieState_Attack: result.anim_name = g_anim_names.smoochie_attack_down; break; case FP_EntitySmoochieState_HurtSide: result.anim_name = g_anim_names.smoochie_hurt_side; result.flip = direction == FP_GameDirection_Right ? TELY_AssetFlip_X : TELY_AssetFlip_No; break; case FP_EntitySmoochieState_Death: result.anim_name = g_anim_names.smoochie_death; break; case FP_EntitySmoochieState_Run: { switch (direction) { case FP_GameDirection_Up: result.anim_name = g_anim_names.smoochie_walk_up; break; case FP_GameDirection_Down: result.anim_name = g_anim_names.smoochie_walk_down; break; case FP_GameDirection_Left: result.anim_name = g_anim_names.smoochie_walk_left; break; case FP_GameDirection_Right: result.anim_name = g_anim_names.smoochie_walk_right; break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } } break; } } break; case FP_EntityType_MerchantTerry: { result.height.meters = 3.66f; FP_EntityMerchantTerryState state = DQN_CAST(FP_EntityMerchantTerryState)raw_state; switch (state) { case FP_EntityMerchantTerryState_Nil: break; case FP_EntityMerchantTerryState_Idle: result.anim_name = g_anim_names.merchant_terry; break; } } break; case FP_EntityType_MerchantGraveyard: { result.height.meters = 3.66f; FP_EntityMerchantGraveyardState state = DQN_CAST(FP_EntityMerchantGraveyardState)raw_state; switch (state) { case FP_EntityMerchantGraveyardState_Nil: break; case FP_EntityMerchantGraveyardState_Idle: result.anim_name = g_anim_names.merchant_graveyard; break; } } break; case FP_EntityType_MerchantGym: { result.height.meters = 3.66f; result.anim_name = g_anim_names.merchant_gym; FP_EntityMerchantGymState state = DQN_CAST(FP_EntityMerchantGymState)raw_state; switch (state) { case FP_EntityMerchantGymState_Nil: break; case FP_EntityMerchantGymState_Idle: result.anim_name = g_anim_names.merchant_gym; break; } } break; case FP_EntityType_MerchantPhoneCompany: { result.height.meters = 3.66f; FP_EntityMerchantPhoneCompanyState state = DQN_CAST(FP_EntityMerchantPhoneCompanyState)raw_state; switch (state) { case FP_EntityMerchantPhoneCompanyState_Nil: break; case FP_EntityMerchantPhoneCompanyState_Idle: result.anim_name = g_anim_names.merchant_phone_company; break; } } break; case FP_EntityType_ClubTerry: { result.height.meters = 4.f; FP_EntityClubTerryState state = DQN_CAST(FP_EntityClubTerryState)raw_state; switch (state) { case FP_EntityClubTerryState_Nil: break; case FP_EntityClubTerryState_Idle: result.anim_name = g_anim_names.club_terry_dark; break; case FP_EntityClubTerryState_PartyTime: result.anim_name = g_anim_names.club_terry_alive; break; } } break; case FP_EntityType_Clinger: { result.height.meters = 1.6f; FP_EntityClingerState state = DQN_CAST(FP_EntityClingerState)raw_state; switch (state) { case FP_EntityClingerState_Nil: break; case FP_EntityClingerState_Idle: result.anim_name = g_anim_names.clinger_walk_down; break; case FP_EntityClingerState_Attack: { switch (direction) { case FP_GameDirection_Up: result.anim_name = g_anim_names.clinger_attack_up; break; case FP_GameDirection_Down: result.anim_name = g_anim_names.clinger_attack_down; break; case FP_GameDirection_Left: result.anim_name = g_anim_names.clinger_attack_side; result.flip = TELY_AssetFlip_X; break; case FP_GameDirection_Right: result.anim_name = g_anim_names.clinger_attack_side; break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } } break; case FP_EntityClingerState_Death: result.anim_name = g_anim_names.clinger_death; break; case FP_EntityClingerState_Run: { switch (direction) { case FP_GameDirection_Up: result.anim_name = g_anim_names.clinger_walk_up; break; case FP_GameDirection_Down: result.anim_name = g_anim_names.clinger_walk_down; break; case FP_GameDirection_Left: result.anim_name = g_anim_names.clinger_walk_down; break; case FP_GameDirection_Right: result.anim_name = g_anim_names.clinger_walk_down; break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } } break; } } break; case FP_EntityType_Heart: { result.height.meters = 4.f; FP_EntityHeartState state = DQN_CAST(FP_EntityHeartState)raw_state; switch (state) { case FP_EntityHeartState_Nil: break; case FP_EntityHeartState_Idle: result.anim_name = g_anim_names.heart; break; } } break; case FP_EntityType_AirportTerry: { result.height.meters = 4.f; FP_EntityAirportTerryState state = DQN_CAST(FP_EntityAirportTerryState)raw_state; switch (state) { case FP_EntityAirportTerryState_Nil: break; case FP_EntityAirportTerryState_Idle: result.anim_name = g_anim_names.airport_terry; break; case FP_EntityAirportTerryState_FlyPassenger: result.anim_name = g_anim_names.airport_terry; break; } } break; case FP_EntityType_Catfish: { result.height.meters = 1.6f; FP_EntityCatfishState state = DQN_CAST(FP_EntityCatfishState)raw_state; switch (state) { case FP_EntityCatfishState_Nil: case FP_EntityCatfishState_Idle: result.anim_name = g_anim_names.catfish_walk_down; break; case FP_EntityCatfishState_Attack: { switch (direction) { case FP_GameDirection_Up: result.anim_name = g_anim_names.catfish_attack_up; break; case FP_GameDirection_Down: result.anim_name = g_anim_names.catfish_attack_down; break; case FP_GameDirection_Left: result.anim_name = g_anim_names.catfish_attack_side; result.flip = TELY_AssetFlip_X; break; case FP_GameDirection_Right: result.anim_name = g_anim_names.catfish_attack_side; break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } } break; case FP_EntityCatfishState_Death: result.anim_name = g_anim_names.catfish_death; break; case FP_EntityCatfishState_Run: { switch (direction) { case FP_GameDirection_Up: result.anim_name = g_anim_names.catfish_walk_up; break; case FP_GameDirection_Down: result.anim_name = g_anim_names.catfish_walk_down; break; case FP_GameDirection_Left: result.anim_name = g_anim_names.catfish_walk_side; break; case FP_GameDirection_Right: result.anim_name = g_anim_names.catfish_walk_side; result.flip = TELY_AssetFlip_X; break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } } break; } } break; case FP_EntityType_ChurchTerry: { result.height.meters = 4.f; FP_EntityChurchTerryState state = DQN_CAST(FP_EntityChurchTerryState)raw_state; switch (state) { case FP_EntityChurchTerryState_Nil: break; case FP_EntityChurchTerryState_Idle: result.anim_name = g_anim_names.church_terry_dark; break; case FP_EntityChurchTerryState_ConvertPatron: result.anim_name = g_anim_names.church_terry_alive; break; } } break; case FP_EntityType_KennelTerry: { result.height.meters = 3.f; FP_EntityKennelTerryState state = DQN_CAST(FP_EntityKennelTerryState)raw_state; switch (state) { case FP_EntityKennelTerryState_Nil: break; case FP_EntityKennelTerryState_Idle: result.anim_name = g_anim_names.kennel_terry; break; } } break; case FP_EntityType_PhoneMessageProjectile: { result.height.meters = 1.f; result.anim_name = g_anim_names.terry_attack_phone_message; } break; case FP_EntityType_Count: DQN_INVALID_CODE_PATH; break; } result.sheet = &game->atlas_sprite_sheet; TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(result.sheet, result.anim_name); if (sprite_anim) { result.sheet_rect = result.sheet->rects.data[sprite_anim->index]; Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, result.height, result.sheet_rect); result.render_size = result.sheet_rect.size * size_scale; result.sprite = TELY_Asset_MakeAnimatedSprite(result.sheet, result.anim_name, result.flip); } return result; } static void FP_Entity_AddDebugEditorFlags(FP_Game *game, FP_GameEntityHandle handle) { FP_GameEntity *entity = FP_Game_GetEntity(game, handle); if (!FP_Game_IsNilEntity(entity)) { entity->flags |= FP_GameEntityFlag_Clickable; entity->flags |= FP_GameEntityFlag_MoveByKeyboard; entity->flags |= FP_GameEntityFlag_MoveByMouse; entity->flags |= FP_GameEntityFlag_MoveByGamepad; } } static FP_GameEntityHandle FP_Entity_CreateWaypointF(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->local_pos = pos; entity->local_hit_box_size = Dqn_V2_InitNx1(32); FP_Entity_AddDebugEditorFlags(game, entity->handle); entity->flags |= FP_GameEntityFlag_MobSpawnerWaypoint; return result; } static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, uint64_t hp_adjustment, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_Clinger; entity->hp = 1 + hp_adjustment; entity->is_dying = false; entity->base_acceleration_per_s.meters = 8.f; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; entity->attack_cooldown_ms = 1000; entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.4f, entity->sprite_height.meters * .5f); FP_Entity_AddDebugEditorFlags(game, entity->handle); entity->flags |= FP_GameEntityFlag_NonTraversable; entity->flags |= FP_GameEntityFlag_Attackable; return result; } static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, uint64_t hp_adjustment, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_Smoochie; entity->base_acceleration_per_s.meters = 8.f; entity->hp = 1 + hp_adjustment; entity->is_dying = false; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; entity->attack_cooldown_ms = 1000; entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.4f, entity->sprite_height.meters * .6f); FP_Entity_AddDebugEditorFlags(game, entity->handle); entity->flags |= FP_GameEntityFlag_NonTraversable; entity->flags |= FP_GameEntityFlag_Attackable; return result; } static FP_GameEntityHandle FP_Entity_CreateCatfish(FP_Game *game, Dqn_V2 pos, uint64_t hp_adjustment, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_Catfish; entity->base_acceleration_per_s.meters = 8.f; entity->hp = 1 + hp_adjustment; entity->is_dying = false; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; entity->attack_cooldown_ms = 1000; entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.4f, entity->sprite_height.meters * .6f); FP_Entity_AddDebugEditorFlags(game, entity->handle); entity->flags |= FP_GameEntityFlag_NonTraversable; entity->flags |= FP_GameEntityFlag_Attackable; return result; } static FP_GameEntityHandle FP_Entity_CreateCatfish(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_Catfish; entity->base_acceleration_per_s.meters = 8.f; entity->hp = 1; entity->is_dying = false; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; entity->attack_cooldown_ms = 1000; entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.4f, entity->sprite_height.meters * .6f); FP_Entity_AddDebugEditorFlags(game, entity->handle); entity->flags |= FP_GameEntityFlag_NonTraversable; entity->flags |= FP_GameEntityFlag_Attackable; return result; } static FP_GameEntityHandle FP_Entity_CreateWallAtPos(FP_Game *game, Dqn_String8 name, Dqn_V2 pos, Dqn_V2 size) { FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, name.data); FP_GameEntityHandle result = entity->handle; entity->local_pos = pos; entity->local_hit_box_size = size; FP_Entity_AddDebugEditorFlags(game, entity->handle); entity->flags |= FP_GameEntityFlag_NonTraversable; FP_GameShape *wall = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes); wall->type = FP_GameShapeType_Rect; wall->p2 = entity->local_hit_box_size; wall->colour = TELY_COLOUR_GREEN_DARK_KHAKI_V4; return result; } static FP_GameEntityHandle FP_Entity_CreatePermittedBuildZone(FP_Game *game, Dqn_V2 pos, Dqn_V2 size, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->local_pos = pos; entity->local_hit_box_size = size; entity->type = FP_EntityType_Nil; entity->flags |= FP_GameEntityFlag_BuildZone; FP_Entity_AddDebugEditorFlags(game, entity->handle); return result; } static FP_GameEntityHandle FP_Entity_CreateMobSpawner(FP_Game *game, Dqn_V2 pos, Dqn_usize spawn_cap, char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->local_pos = pos; entity->local_hit_box_size = Dqn_V2_InitNx1(32); FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_MobSpawner; entity->spawn_cap = spawn_cap; entity->spawn_list = FP_SentinelList_Init(game->chunk_pool); entity->current_wave = 1; entity->enemies_per_wave = 5; entity->enemies_spawned_this_wave = 0; entity->wave_cooldown_timestamp_s = 0; return result; } static FP_GameEntityHandle FP_Entity_CreateTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_Terry; entity->local_pos = pos; entity->base_acceleration_per_s.meters = 16.f; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; entity->attack_cooldown_ms = 500; entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game, 0.5f, entity->sprite_height.meters * .6f); FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_NonTraversable; entity->flags |= FP_GameEntityFlag_Attackable; entity->flags |= FP_GameEntityFlag_CameraTracking; return result; } static FP_GameEntityHandle FP_Entity_CreateMerchantTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_MerchantTerry; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_NonTraversable; TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_graveyard); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect); Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale; entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .15f); entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f)); return result; } static FP_GameEntityHandle FP_Entity_CreateMerchantGraveyard(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_MerchantGraveyard; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_NonTraversable; TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_graveyard); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect); Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale; entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f); entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .5f)); return result; } static FP_GameEntityHandle FP_Entity_CreateMerchantGym(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_MerchantGym; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_NonTraversable; TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_gym); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect); Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale; entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .3f); entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .6f)); return result; } static FP_GameEntityHandle FP_Entity_CreateMerchantPhoneCompany(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_MerchantPhoneCompany; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_NonTraversable; TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_phone_company); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect); Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale; entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .15f); entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f)); return result; } static FP_GameEntityHandle FP_Entity_CreateClubTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_ClubTerry; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_NonTraversable; TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.club_terry_alive); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect); Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale; entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f); entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f)); return result; } static FP_GameEntityHandle FP_Entity_CreateHeart(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_Heart; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_NonTraversable; TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.heart); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect); Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale; entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .15f); entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f)); return result; } static FP_GameEntityHandle FP_Entity_CreateChurchTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_ChurchTerry; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_NonTraversable; TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.church_terry_alive); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect); Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale; entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f); entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f)); return result; } static FP_GameEntityHandle FP_Entity_CreateKennelTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_KennelTerry; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_NonTraversable; TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.church_terry_alive); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect); Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale; entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f); entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f)); return result; } static FP_GameEntityHandle FP_Entity_CreateAirportTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_AirportTerry; entity->local_pos = pos; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_NonTraversable; TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.church_terry_alive); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect); Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale; entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f); entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f)); return result; } static FP_GameEntityHandle FP_Entity_CreatePhoneMessageProjectile(FP_Game *game, Dqn_V2 pos, Dqn_V2 velocity, DQN_FMT_STRING_ANNOTATE char const *fmt, ...) { va_list args; va_start(args, fmt); FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args); FP_GameEntityHandle result = entity->handle; va_end(args); entity->type = FP_EntityType_PhoneMessageProjectile; FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down); entity->constant_acceleration_per_s = velocity; entity->local_pos = pos; entity->sprite_height = render_data.height; FP_Entity_AddDebugEditorFlags(game, result); entity->flags |= FP_GameEntityFlag_TTL; entity->local_hit_box_offset = Dqn_V2_InitNx2(0, render_data.render_size.h * .1f); entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f)); entity->attack_box_offset = entity->local_hit_box_offset; entity->attack_box_size = entity->local_hit_box_size; entity->ttl_end_timestamp = game->clock_ms + 1000; uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite); return result; }