#if defined(__clang__) #pragma once #include "feely_pona_unity.h" #endif Dqn_f32 const PHYSICS_STEP = 1 / 60.f; 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_down"); Dqn_String8 smoochie_hurt_side = DQN_STRING8("smoochie_hurt_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->ms_per_frame = DQN_CAST(uint32_t)(1000.f / frames_per_second.value); DQN_ASSERT(anim->ms_per_frame != 0); } 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; game->meters_to_pixels = 65.416f; Dqn_PCG32_Seed(&game->rng, 0xABCDEF); 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, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Idle"), /*index*/ 0, /*count*/ 3, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 4.f)}, {DQN_STRING8("Run"), /*index*/ 8, /*count*/ 6, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 8.f)}, {DQN_STRING8("Jump"), /*index*/ 14, /*count*/ 10, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Floor slide"), /*index*/ 24, /*count*/ 5, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Unknown"), /*index*/ 29, /*count*/ 9, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Attack A"), /*index*/ 42, /*count*/ 7, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Attack B"), /*index*/ 49, /*count*/ 4, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 8.f)}, {DQN_STRING8("Attack C"), /*index*/ 53, /*count*/ 6, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Hurt A"), /*index*/ 59, /*count*/ 5, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Hurt B"), /*index*/ 64, /*count*/ 5, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Unsheath sword"), /*index*/ 69, /*count*/ 4, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Sheath sword"), /*index*/ 73, /*count*/ 4, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Air drift"), /*index*/ 77, /*count*/ 2, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Air drop"), /*index*/ 79, /*count*/ 2, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Ladder climb"), /*index*/ 81, /*count*/ 4, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Chi push"), /*index*/ 85, /*count*/ 8, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Leap slice A"), /*index*/ 93, /*count*/ 7, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Leap slice B"), /*index*/ 100, /*count*/ 3, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)}, {DQN_STRING8("Leap slice C"), /*index*/ 103, /*count*/ 6, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 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_merchant_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("terry_merchant_resized_25%")); game->smoochie_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("smoochie_resized_25%")); } 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_GameEntityHandle terry = FP_Entity_CreateTerry(game, Dqn_V2_InitNx2(1334, 396), "Terry"); game->clicked_entity = terry; game->player = terry; } FP_Entity_CreateMerchant(game, Dqn_V2_InitNx2(1000, 124), "Merchant"); 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_Entity_CreateWallAtTile(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_Entity_CreateWallAtTile(game, DQN_STRING8("Base left-bottom wall"), bottom_part_tile, vert_wall_part_tile_size); } FP_GameEntityHandle right_wall = FP_Entity_CreateWallAtTile(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_Entity_CreateWallAtTile(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_Entity_CreateWallAtTile(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_Entity_CreateWallAtTile(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_Entity_CreateWallAtTile(game, DQN_STRING8("Base top-right wall"), top_right_wall_tile_pos, hori_wall_tile_size); } } } // NOTE: Mob spawner =========================================================================== { Dqn_V2 mob_spawner_pos = FP_Game_MetersToPixelsNx2(game, 2.f, 5.f); FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, mob_spawner_pos, 16 /*spawn_cap*/, "Mob spawner"); FP_Game_PushParentEntity(game, mob_spawner); FP_Entity_CreateWaypointF(game, FP_Game_MetersToPixelsNx2(game, 2.f, 4.f), "Waypoint A"); FP_Entity_CreateWaypointF(game, FP_Game_MetersToPixelsNx2(game, 14.f, 8.f), "Waypoint B"); 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")); } void FP_EntityActionStateMachine(FP_Game *game, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 dir_vector) { FP_GameEntityAction *action = &entity->action; bool const we_are_clicked_entity = entity->handle == game->clicked_entity; bool const entity_has_velocity = entity->velocity.x || entity->velocity.y; bool const entering_new_state = action->state != action->next_state; bool const action_has_finished = !entering_new_state && game->clock_ms >= action->end_at_clock_ms; action->state = action->next_state; switch (entity->type) { case FP_EntityType_Nil: { } break; case FP_EntityType_Terry: { FP_EntityTerryState *state = DQN_CAST(FP_EntityTerryState *) & action->state; TELY_AssetSpriteSheet *sheet = &game->terry_sprite_sheet; switch (*state) { case FP_EntityTerryState_Nil: { action->next_state = FP_EntityTerryState_Idle; } break; case FP_EntityTerryState_Idle: { if (entering_new_state) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.terry_walk_idle, TELY_AssetFlip_No); uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); } 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: { action->next_state = FP_EntityTerryState_AttackUp; } break; case FP_GameDirection_Left: { action->next_state = FP_EntityTerryState_AttackSide; } break; case FP_GameDirection_Right: { action->next_state = FP_EntityTerryState_AttackSide; } break; case FP_GameDirection_Down: { action->next_state = FP_EntityTerryState_AttackDown; } break; } } else if (dir_vector.x || dir_vector.y) { action->next_state = FP_EntityTerryState_Run; } } } break; case FP_EntityTerryState_AttackUp: { if (entering_new_state) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.terry_attack_up, TELY_AssetFlip_No); uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); } if (action_has_finished) { action->next_state = FP_EntityTerryState_Idle; } } break; case FP_EntityTerryState_AttackDown: { if (entering_new_state) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.terry_attack_down, TELY_AssetFlip_No); uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); } if (action_has_finished) action->next_state = FP_EntityTerryState_Idle; } break; case FP_EntityTerryState_AttackSide: { if (entering_new_state) { TELY_AssetFlip flip = entity->direction == FP_GameDirection_Right ? TELY_AssetFlip_X : TELY_AssetFlip_No; TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.terry_attack_side, flip); uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); } if (action_has_finished) action->next_state = FP_EntityTerryState_Idle; } break; case 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; } if (entering_new_state || action->sprite.anim->label != desired_action_name) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, desired_action_name, TELY_AssetFlip_No); uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); } 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: { action->next_state = FP_EntityTerryState_AttackUp; } break; case FP_GameDirection_Left: { action->next_state = FP_EntityTerryState_AttackSide; } break; case FP_GameDirection_Right: { action->next_state = FP_EntityTerryState_AttackSide; } break; case FP_GameDirection_Down: { action->next_state = FP_EntityTerryState_AttackDown; } break; } } else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftShift) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_A)) { action->next_state = FP_EntityTerryState_Dash; } } if (!entity_has_velocity /*&& !has_collision*/) { action->next_state = FP_EntityTerryState_Idle; } } break; case FP_EntityTerryState_Dash: { if (entering_new_state) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.terry_walk_right, TELY_AssetFlip_No); uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); 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(PHYSICS_STEP); entity->velocity = (dash_acceleration * t) + entity->velocity * 2.0f; } if (action_has_finished) { if (entity_has_velocity) { // TODO(doyle): Not sure if this branch triggers properly. action->next_state = FP_EntityTerryState_Run; } else { action->next_state = FP_EntityTerryState_Idle; } } } break; } if (*state == FP_EntityTerryState_AttackUp || *state == FP_EntityTerryState_AttackDown || *state == FP_EntityTerryState_AttackSide) { // NOTE: Grab timings to narrow down a midpoint of the attack animation const uint32_t GRACE_PERIOD = 33; uint64_t duration_ms = action->sprite.anim->count * action->sprite.anim->ms_per_frame; uint64_t midpoint_clock_ms = action->end_at_clock_ms - (duration_ms / 2); uint64_t window_start = midpoint_clock_ms - GRACE_PERIOD; uint64_t window_end = midpoint_clock_ms + GRACE_PERIOD; // NOTE: Adding an attack_processed bool to make sure things only fire once if (!entity->attack_processed && game->clock_ms >= window_start && game->clock_ms < window_end) { 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 if (entity->direction == FP_GameDirection_Right) { 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 if (entity->direction == FP_GameDirection_Up) { entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x, entity->local_hit_box_offset.y - entity->attack_box_size.h); } else if (entity->direction == FP_GameDirection_Down) { entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x, entity->local_hit_box_offset.y + entity->attack_box_size.h); } entity->attack_processed = true; } else { entity->attack_box_size = {}; } } else { entity->attack_box_size = {}; entity->attack_processed = false; } } break; case FP_EntityType_Smoochie: { FP_EntitySmoochieState *state = DQN_CAST(FP_EntitySmoochieState *) & action->state; TELY_AssetSpriteSheet *sheet = &game->smoochie_sprite_sheet; switch (*state) { case FP_EntitySmoochieState_Nil: { action->next_state = FP_EntitySmoochieState_Idle; } break; case FP_EntitySmoochieState_Idle: { if (entering_new_state) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.smoochie_walk_down, TELY_AssetFlip_No); uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); } if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { action->next_state = FP_EntitySmoochieState_AttackDown; } else if (dir_vector.x || dir_vector.y) { action->next_state = FP_EntitySmoochieState_Run; } } if (entity_has_velocity) { action->next_state = FP_EntitySmoochieState_Run; } } break; case FP_EntitySmoochieState_AttackDown: { if (entering_new_state) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.smoochie_attack_down, TELY_AssetFlip_No); uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); } // NOTE: Check if the heart animation is playing bool has_heart_flourish = false; DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) { FP_GameRenderSprite *sprite = entity->extra_cosmetic_anims.data + anim_index; if (sprite->asset.anim->label == g_anim_names.smoochie_attack_heart) { has_heart_flourish = true; break; } } // NOTE: If we don't have the anim playing make one if (!has_heart_flourish) { FP_GameRenderSprite *cosmetic_sprite = Dqn_FArray_Make(&entity->extra_cosmetic_anims, Dqn_ZeroMem_Yes); if (cosmetic_sprite) { cosmetic_sprite->asset = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.smoochie_attack_heart, TELY_AssetFlip_No); cosmetic_sprite->started_at_clock_ms = game->clock_ms; cosmetic_sprite->height.meters = entity->sprite_height.meters * .35f; cosmetic_sprite->loop = true; uint32_t max_rng_dist_x = DQN_CAST(uint32_t)(FP_Game_MetersToPixelsNx1(game, entity->sprite_height.meters) * 1.f); uint32_t rng_x = Dqn_PCG32_Range(&game->rng, DQN_CAST(uint32_t)0, max_rng_dist_x); cosmetic_sprite->offset.x = rng_x - (max_rng_dist_x * .5f); uint32_t max_rng_dist_y = DQN_CAST(uint32_t)(FP_Game_MetersToPixelsNx1(game, entity->sprite_height.meters) * .25f); uint32_t rng_y = Dqn_PCG32_Range(&game->rng, DQN_CAST(uint32_t)0, max_rng_dist_y); cosmetic_sprite->offset.y = -DQN_CAST(Dqn_f32)rng_y; } } if (action_has_finished) { // NOTE: Ensure the heart animation terminates by removing the loop DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) { FP_GameRenderSprite *sprite = entity->extra_cosmetic_anims.data + anim_index; if (sprite->asset.anim->label == g_anim_names.smoochie_attack_heart) sprite->loop = false; } // NOTE: Transition out of the action action->next_state = FP_EntitySmoochieState_Idle; } } break; case FP_EntitySmoochieState_HurtSide: { if (entering_new_state) { TELY_AssetFlip flip = entity->direction == FP_GameDirection_Right ? TELY_AssetFlip_X : TELY_AssetFlip_No; TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.smoochie_hurt_side, flip); uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); } if (action_has_finished) action->next_state = FP_EntitySmoochieState_Idle; } break; case FP_EntitySmoochieState_AttackHeart: { } break; case 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; } if (entering_new_state || action->sprite.anim->label != desired_action_name) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, desired_action_name, TELY_AssetFlip_No); uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); } if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { action->next_state = FP_EntitySmoochieState_AttackDown; } } if (!entity_has_velocity) { action->next_state = FP_EntitySmoochieState_Idle; } } break; } if (*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 if (entity->direction == FP_GameDirection_Right) { 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 if (entity->direction == FP_GameDirection_Up) { entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x, entity->local_hit_box_offset.y - entity->attack_box_size.h); } else if (entity->direction == FP_GameDirection_Down) { entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x, entity->local_hit_box_offset.y + entity->attack_box_size.h); } } else { entity->attack_box_size = {}; } } break; case FP_EntityType_Merchant: { FP_EntityTerryMerchantState *state = DQN_CAST(FP_EntityTerryMerchantState *)&action->state; TELY_AssetSpriteSheet *sheet = &game->terry_merchant_sprite_sheet; switch (*state) { case FP_EntityTerryMerchantState_Nil: { action->next_state = FP_EntityTerryMerchantState_Idle; } break; case FP_EntityTerryMerchantState_Idle: { if (entering_new_state) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.terry_merchant, TELY_AssetFlip_No); uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); } } break; } } break; } } void FP_Update(TELY_Platform *platform, FP_Game *game, 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; game->clock_ms = DQN_CAST(uint64_t)(platform->input.timer_s * 1000.f); 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 += PHYSICS_STEP; // NOTE: Move entity by keyboard and gamepad =============================================== Dqn_V2 acceleration_meters_per_s = {}; if (game->clicked_entity == entity->handle) { if (entity->flags & (FP_GameEntityFlag_MoveByKeyboard | FP_GameEntityFlag_MoveByGamepad)) { bool move_entity = true; switch (entity->type) { case FP_EntityType_Terry: { auto *state = DQN_CAST(FP_EntityTerryState *)&entity->action.state; move_entity = *state == FP_EntityTerryState_Run || *state == FP_EntityTerryState_Idle; } break; case FP_EntityType_Smoochie: { auto *state = DQN_CAST(FP_EntitySmoochieState *)&entity->action.state; move_entity = *state == FP_EntitySmoochieState_Run || *state == FP_EntitySmoochieState_Idle; } break; case FP_EntityType_Merchant: break; case FP_EntityType_Nil: break; } if (move_entity) { acceleration_meters_per_s = dir_vector * 8; 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; } } } else { if (entity->velocity.x) entity->direction = entity->velocity.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left; else if (entity->velocity.y) entity->direction = entity->velocity.y > 0.f ? FP_GameDirection_Down : FP_GameDirection_Up; } // NOTE: Determine AI movement ============================================================= if (acceleration_meters_per_s.x == 0 && acceleration_meters_per_s.y == 0) { Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle); if (entity->flags & FP_GameEntityFlag_AggrosWhenNearTerry) { Dqn_f32 closest_terry_dist = DQN_F32_MAX; Dqn_V2 closest_terry_pos = Dqn_V2_InitNx1(DQN_F32_MAX); FP_GameEntity *closest_terry = nullptr; for (FP_GameEntityIterator terry_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &terry_it, game->root_entity); ) { FP_GameEntity *terry = terry_it.entity; if (terry->type != FP_EntityType_Terry) continue; Dqn_V2 terry_pos = FP_Game_CalcEntityWorldPos(game, terry->handle); Dqn_f32 dist_to_terry = Dqn_V2_LengthSq_V2x2(terry_pos, entity_pos); if (dist_to_terry < closest_terry_dist) { closest_terry_pos = terry_pos; closest_terry_dist = dist_to_terry; closest_terry = terry; } } if (closest_terry_dist < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game, 2.f))) { FP_SentinelListLink *first_waypoint = FP_SentinelList_Front(&entity->waypoints); if (first_waypoint->data.entity != closest_terry->handle) { FP_SentinelListLink *link = FP_SentinelList_MakeBefore(&entity->waypoints, first_waypoint, game->chunk_pool); link->data.entity = closest_terry->handle; } } } while (entity->waypoints.size) { FP_SentinelListLink *waypoint_link = entity->waypoints.sentinel->next; FP_GameEntity *waypoint = FP_Game_GetEntity(game, waypoint_link->data.entity); if (FP_Game_IsNilEntity(waypoint)) { FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->chunk_pool); continue; } // NOTE: We found a waypoint that is valid to move towards Dqn_V2 waypoint_pos = FP_Game_CalcEntityWorldPos(game, waypoint->handle); Dqn_V2 entity_to_waypoint = waypoint_pos - entity_pos; // NOTE: Check if we've arrived at the waypoint Dqn_f32 dist_to_waypoint_sq = Dqn_V2_LengthSq(entity_to_waypoint); Dqn_f32 arrival_threshold = {}; switch (waypoint_link->data.arrive) { case FP_GameWaypointArrive_Default: { arrival_threshold = FP_Game_MetersToPixelsNx1(game, 1.f); } break; case FP_GameWaypointArrive_WhenWithinEntitySize: { arrival_threshold = DQN_MAX(waypoint->local_hit_box_size.w, waypoint->local_hit_box_size.h) * waypoint_link->data.value; } break; } // NOTE: We haven't arrived yet, calculate an acceleration vector to the waypoint if (dist_to_waypoint_sq > DQN_SQUARED(arrival_threshold)) { Dqn_V2 entity_to_waypoint_norm = Dqn_V2_Normalise(entity_to_waypoint); acceleration_meters_per_s = entity_to_waypoint_norm * 2.f; break; } // NOTE: We have arrived at the waypoint if ((entity->flags & FP_GameEntityFlag_AggrosWhenNearTerry) && waypoint->type == FP_EntityType_Terry) { // NOTE: We had a waypoint to move to Terry because he has // drawn our aggro and we've arrived at Terry switch (entity->type) { case FP_EntityType_Nil: /*FALLTHRU*/ case FP_EntityType_Merchant: break; case FP_EntityType_Terry: { // TODO(doyle): We should check if it's valid to enter this new state // from the entity's current state entity->action.next_state = FP_EntityTerryState_AttackSide; } break; case FP_EntityType_Smoochie: { // TODO(doyle): We should check if it's valid to enter this new state // from the entity's current state entity->action.next_state = FP_EntitySmoochieState_AttackDown; } break; } break; } else { FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->chunk_pool); } } } // 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(PHYSICS_STEP); Dqn_f32 t_squared = DQN_SQUARED(t); Dqn_f32 velocity_falloff_coefficient = 0.82f; Dqn_f32 acceleration_feel_good_factor = 15'000.f; Dqn_V2 acceleration = FP_Game_MetersToPixelsV2(game, acceleration_meters_per_s) * acceleration_feel_good_factor; 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; // TODO(doyle): Calculate the list of collidables at the start of the frame if ((collider->flags & FP_GameEntityFlag_NonTraversable) == 0) 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: Attack collisions ================================================================= { // NOTE: Check if there's an active attack box if (entity->attack_box_size.x != 0 && entity->attack_box_size.y != 0) { Dqn_Rect entity_attack_box = {}; // NOTE: Convert from centre origin to top-left origin entity_attack_box.pos = entity->local_pos + entity->attack_box_offset - (entity->attack_box_size * 0.5f); entity_attack_box.size = entity->attack_box_size; for (FP_GameEntityIterator target_it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &target_it, game->root_entity);) { FP_GameEntity *target = target_it.entity; if (target->handle == entity->handle) continue; // TODO(josh): This check should be updated based on an entity attackable flag if (target->flags & FP_GameEntityFlag_Attackable) { Dqn_Rect target_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, target->handle); if (Dqn_Rect_Intersects(entity_attack_box, target_world_hit_box)) { target->hp -= 1; if (target->hp <= 0) { FP_Game_DeleteEntity(game, target->handle); } } } } } } // 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_EntityActionStateMachine(game, input, entity, dir_vector); // NOTE: Mob spawner ======================================================================= if (entity->flags & FP_GameEntityFlag_MobSpawner) { // NOTE: Flush any spawn entities that are dead for (FP_SentinelListLink *link = nullptr; FP_SentinelList_Iterate(&entity->spawn_list, &link); ) { FP_GameEntity *spawned_entity = FP_Game_GetEntity(game, link->data); if (FP_Game_IsNilEntity(spawned_entity)) // NOTE: Entity is dead remove it from the linked list link = FP_SentinelList_Erase(&entity->spawn_list, link, game->chunk_pool); } if (entity->spawn_list.size < 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); Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle); FP_SentinelListLink *link = FP_SentinelList_Make(&entity->spawn_list, game->chunk_pool); link->data = FP_Entity_CreateSmoochie(game, entity_world_pos, "Smoochie"); // NOTE: Setup the mob with waypoints FP_GameEntity *mob = FP_Game_GetEntity(game, link->data); mob->waypoints = FP_SentinelList_Init(game->chunk_pool); mob->flags |= FP_GameEntityFlag_AggrosWhenNearTerry; 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_SentinelListLink *waypoint = FP_SentinelList_Make(&mob->waypoints, game->chunk_pool); waypoint->data.entity = waypoint_entity->handle; waypoint->data.arrive = FP_GameWaypointArrive_WhenWithinEntitySize; waypoint->data.value = 1.5f; } } } } } 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(PHYSICS_STEP); 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; // 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.sprite.anim) { FP_GameEntityAction const *action = &entity->action; TELY_AssetAnimatedSprite const sprite = action->sprite; uint64_t elapsed_ms = game->clock_ms - action->started_at_clock_ms; uint16_t anim_frame = DQN_CAST(uint16_t)(elapsed_ms / sprite.anim->ms_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_f32 sprite_in_meters = FP_Game_PixelsToMetersNx1(game, src_rect.size.y); Dqn_f32 size_scale = entity->sprite_height.meters / sprite_in_meters; Dqn_Rect dest_rect = {}; dest_rect.size = src_rect.size * size_scale; dest_rect.pos = world_pos - (dest_rect.size * .5f); if (sprite.flip & TELY_AssetFlip_X) dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally if (sprite.flip & TELY_AssetFlip_Y) dest_rect.size.h *= -1.f; // NOTE: Flip the texture vertically TELY_Render_TextureColourV4(renderer, sprite.sheet->tex_handle, src_rect, dest_rect, TELY_COLOUR_WHITE_V4); } DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) { FP_GameRenderSprite *sprite = entity->extra_cosmetic_anims.data + anim_index; uint64_t elapsed_ms = game->clock_ms - sprite->started_at_clock_ms; uint16_t raw_anim_frame = DQN_CAST(uint16_t)(elapsed_ms / sprite->asset.anim->ms_per_frame); if (raw_anim_frame > sprite->asset.anim->count && !sprite->loop) { anim_index = Dqn_FArray_EraseRange(&entity->extra_cosmetic_anims, anim_index, 1, Dqn_ArrayErase_Unstable).it_index; continue; } uint16_t anim_frame = raw_anim_frame % sprite->asset.anim->count; Dqn_usize sprite_index = sprite->asset.anim->index + anim_frame; Dqn_Rect src_rect = {}; switch (sprite->asset.sheet->type) { case TELY_AssetSpriteSheetType_Uniform: { Dqn_usize sprite_sheet_row = sprite_index / sprite->asset.sheet->sprites_per_row; Dqn_usize sprite_sheet_column = sprite_index % sprite->asset.sheet->sprites_per_row; src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite->asset.sheet->sprite_size.w); src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite->asset.sheet->sprite_size.y); src_rect.size.w = DQN_CAST(Dqn_f32)sprite->asset.sheet->sprite_size.w; src_rect.size.h = DQN_CAST(Dqn_f32)sprite->asset.sheet->sprite_size.h; } break; case TELY_AssetSpriteSheetType_Rects: { DQN_ASSERT(sprite_index < sprite->asset.sheet->rects.size); src_rect = sprite->asset.sheet->rects.data[sprite_index]; } break; } Dqn_f32 sprite_in_meters = FP_Game_PixelsToMetersNx1(game, src_rect.size.y); Dqn_f32 size_scale = sprite->height.meters / sprite_in_meters; Dqn_Rect dest_rect = {}; dest_rect.size = src_rect.size * size_scale; dest_rect.pos = world_pos - (dest_rect.size * .5f) + sprite->offset; if (sprite->asset.flip & TELY_AssetFlip_X) dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally if (sprite->asset.flip & TELY_AssetFlip_Y) dest_rect.size.h *= -1.f; // NOTE: Flip the texture vertically TELY_Render_TextureColourV4(renderer, sprite->asset.sheet->tex_handle, src_rect, dest_rect, TELY_COLOUR_WHITE_V4); } if (entity->flags & FP_GameEntityFlag_MobSpawner) { Dqn_V2 start = world_pos; for (FP_GameEntity *waypoint_entity = entity->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) { if ((waypoint_entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint) == 0) continue; Dqn_V2 end = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle); TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_BLUE_CADET_V4, 2.f); start = end; } } // 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); // NOTE: Draw the waypoints that the entity is moving along if (entity->waypoints.size) { Dqn_V2 start = world_pos; for (FP_SentinelListLink *link = nullptr; FP_SentinelList_Iterate(&entity->waypoints, &link); ) { FP_GameEntity *waypoint = FP_Game_GetEntity(game, link->data.entity); if (FP_Game_IsNilEntity(waypoint)) continue; Dqn_V2 end = FP_Game_CalcEntityWorldPos(game, waypoint->handle); TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4, 2.f); start = end; } } } 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; } } } 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, 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); }