#if defined(__clang__) #pragma once #include "feely_pona_unity.h" #endif Dqn_f32 const PHYSICS_STEP = 1 / 60.f; Dqn_Rect FP_Game_GetBuildingPlacementRectForEntity(FP_Game *game, FP_GamePlaceableBuilding placeable_building, FP_GameEntityHandle handle) { Dqn_Rect result = {}; FP_GameEntity *entity = FP_Game_GetEntity(game, handle); if (FP_Game_IsNilEntity(entity)) return result; FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction); Dqn_Rect box = FP_Game_CalcEntityWorldHitBox(game, entity->handle); Dqn_V2 build_p = {}; switch (entity->direction) { case FP_GameDirection_Up: { build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.5f, 0.f)) - Dqn_V2_InitNx2(0.f, render_data.render_size.h * .5f + 10.f); } break; case FP_GameDirection_Down: { build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.5f, 1.f)) + Dqn_V2_InitNx2(0.f, render_data.render_size.h * .5f + 10.f); } break; case FP_GameDirection_Left: { build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.0f, 0.5f)) - Dqn_V2_InitNx2(render_data.render_size.w * .5f + 10.f, 0); } break; case FP_GameDirection_Right: { build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(1.f, 0.5f)) + Dqn_V2_InitNx2(render_data.render_size.w * .5f + 10.f, 0); } break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } result.size = render_data.render_size; result.pos = build_p - (render_data.render_size * .5f); return result; } 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; } static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle, Dqn_V2 acceleration_meters_per_s) { // f"(t) = a // f'(t) = at + v // f (t) = 0.5f*a(t^2) + vt + p FP_GameEntity *entity = FP_Game_GetEntity(game, entity_handle); if (FP_Game_IsNilEntity(entity)) return; 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 = FP_Game_CalcEntityWorldPos(game, entity->handle); Dqn_V2 entity_new_pos = entity_pos + delta_pos; Dqn_f32 const SENTINEL_T = 999.f; Dqn_f32 global_earliest_t = SENTINEL_T; Dqn_V2 global_earliest_pos_just_before_collide = {}; 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; bool entity_collides_with_collider = true; switch (entity->type) { case FP_EntityType_Catfish: /*FALLTHRU*/ case FP_EntityType_Smoochie: /*FALLTHRU*/ case FP_EntityType_Clinger: { if (collider->type == FP_EntityType_Smoochie || collider->type == FP_EntityType_Clinger || collider->type == FP_EntityType_Catfish) { entity_collides_with_collider = false; } else if (FP_Entity_IsBuildingForMobs(collider)) { // NOTE: We disable collision on buildings we have visited to avoid some // problems ... if (FP_SentinelList_Find(&entity->buildings_visited, collider->handle)) { entity_collides_with_collider = false; } } } break; case FP_EntityType_Terry: { // NOTE: Don't collide with mobs when dashing (e.g. phase through) FP_EntityTerryState state = *DQN_CAST(FP_EntityTerryState *)&entity->action.state; if (state == FP_EntityTerryState_Dash) { if (collider->type == FP_EntityType_Smoochie || collider->type == FP_EntityType_Clinger || collider->type == FP_EntityType_Catfish) entity_collides_with_collider = false; } } break; case FP_EntityType_Nil: break; case FP_EntityType_MerchantTerry: break; case FP_EntityType_Count: break; case FP_EntityType_ClubTerry: break; case FP_EntityType_Map: break; case FP_EntityType_MerchantGraveyard: break; case FP_EntityType_MerchantGym: break; case FP_EntityType_MerchantPhoneCompany: break; case FP_EntityType_Heart: break; case FP_EntityType_AirportTerry: break; case FP_EntityType_ChurchTerry: break; case FP_EntityType_KennelTerry: break; case FP_EntityType_PhoneMessageProjectile: break; } if (!entity_collides_with_collider) continue; // NOTE: Sweep collider with half the radius of the source entity Dqn_Rect collider_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, collider->handle); if (Dqn_V2_Area(collider_world_hit_box.size) <= 0) continue; 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 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 < global_earliest_t) { global_earliest_t = earliest_t; global_earliest_pos_just_before_collide = entity_pos + (d * earliest_t); } } if (global_earliest_t == SENTINEL_T) { entity->local_pos += delta_pos; } else { Dqn_V2 new_delta_pos = global_earliest_pos_just_before_collide - entity_pos; entity->local_pos += new_delta_pos; } } 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->atlas_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("atlas")); 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: Map =================================================================================== { TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.map); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Map"); entity->type = FP_EntityType_Map; entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height; entity->local_pos = {}; 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_size = sprite_rect_scaled; FP_Entity_AddDebugEditorFlags(game, entity->handle); game->map = entity; } // NOTE: Map walls ============================================================================= FP_GameEntity const *map = game->map; Dqn_Rect const map_hit_box = FP_Game_CalcEntityWorldHitBox(game, map->handle); { Dqn_f32 wall_thickness = FP_Game_MetersToPixelsNx1(game, 1.f); Dqn_f32 half_wall_thickness = wall_thickness * .5f; FP_Entity_CreateWallAtPos(game, DQN_STRING8("Left Wall"), Dqn_Rect_InterpolatedPoint(map_hit_box, Dqn_V2_InitNx2(0.f, 0.5f)) - Dqn_V2_InitNx2(half_wall_thickness, 0.f), Dqn_V2_InitNx2(wall_thickness, map_hit_box.size.h)); FP_Entity_CreateWallAtPos(game, DQN_STRING8("Right Wall"), Dqn_Rect_InterpolatedPoint(map_hit_box, Dqn_V2_InitNx2(1.f, 0.5f)) + Dqn_V2_InitNx2(half_wall_thickness, 0.f), Dqn_V2_InitNx2(wall_thickness, map_hit_box.size.h)); FP_Entity_CreateWallAtPos(game, DQN_STRING8("Top Wall"), Dqn_Rect_InterpolatedPoint(map_hit_box, Dqn_V2_InitNx2(0.5f, 0.f)) - Dqn_V2_InitNx2(0.f, half_wall_thickness), Dqn_V2_InitNx2(map_hit_box.size.w, wall_thickness)); FP_Entity_CreateWallAtPos(game, DQN_STRING8("Bottom Wall"), Dqn_Rect_InterpolatedPoint(map_hit_box, Dqn_V2_InitNx2(0.5f, 1.f)) + Dqn_V2_InitNx2(0.f, half_wall_thickness), Dqn_V2_InitNx2(map_hit_box.size.w, wall_thickness)); } // NOTE: Map building zones { { FP_Entity_CreatePermittedBuildZone(game, Dqn_V2_InitNx2(0.f, -1206), Dqn_V2_InitNx2(map_hit_box.size.w, 335), "Building Zone"); } { FP_Entity_CreatePermittedBuildZone(game, Dqn_V2_InitNx2(-839.9, -460), Dqn_V2_InitNx2(2991.3, 670), "Building Zone"); } { FP_Entity_CreatePermittedBuildZone(game, Dqn_V2_InitNx2(-839.9, 460), Dqn_V2_InitNx2(2991.3, 670), "Building Zone"); } { FP_Entity_CreatePermittedBuildZone(game, Dqn_V2_InitNx2(0.f, 1200), Dqn_V2_InitNx2(map_hit_box.size.w, 335), "Building Zone"); } } // NOTE: Hero ================================================================================== { FP_GameEntityHandle terry = FP_Entity_CreateTerry(game, Dqn_V2_InitNx2(1434, 11), "Terry"); game->clicked_entity = terry; game->player = terry; } { Dqn_V2 base_top_left_pos = Dqn_V2_InitNx2(1018, -335); Dqn_V2 base_bottom_right_pos = Dqn_V2_InitNx2(2050, +351); Dqn_V2 base_top_left = base_top_left_pos; Dqn_V2 base_top_right = Dqn_V2_InitNx2(base_bottom_right_pos.x, base_top_left_pos.y); Dqn_V2 base_bottom_left = Dqn_V2_InitNx2(base_top_left_pos.x, base_bottom_right_pos.y); Dqn_V2 base_bottom_right = Dqn_V2_InitNx2(base_bottom_right_pos.x, base_bottom_right_pos.y); game->merchant_terry = FP_Entity_CreateMerchantTerry(game, base_top_left, "Merchant"); game->merchant_graveyard = FP_Entity_CreateMerchantGraveyard(game, base_bottom_left, "Graveyard"); game->merchant_gym = FP_Entity_CreateMerchantGym(game, base_bottom_right, "Gym"); game->merchant_phone_company = FP_Entity_CreateMerchantPhoneCompany(game, base_top_right, "PhoneCompany"); } FP_Entity_CreateClubTerry(game, Dqn_V2_InitNx2(567, -191), "Club Terry"); game->tile_size = 37; Dqn_V2I max_tile = platform->core.window_size / game->tile_size; // NOTE: Mid lane mob spawner ================================================================== Dqn_V2 base_mid_p = Dqn_V2_InitNx2(1580, 0.f); Dqn_V2 mid_lane_mob_spawner_pos = Dqn_V2_InitNx2(game->map->local_hit_box_size.w * -0.5f, 0.f); Dqn_usize spawn_cap = 16; { FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, mid_lane_mob_spawner_pos, spawn_cap, "Mob spawner"); FP_Game_PushParentEntity(game, mob_spawner); FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-mid_lane_mob_spawner_pos.x + base_mid_p.x, base_mid_p.y), "Waypoint"); FP_Game_PopParentEntity(game); } // NOTE: Bottom lane spawner =================================================================== Dqn_V2 bottom_lane_mob_spawner_pos = Dqn_V2_InitNx2(mid_lane_mob_spawner_pos.x, mid_lane_mob_spawner_pos.y + 932.f); { FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, bottom_lane_mob_spawner_pos, spawn_cap, "Mob spawner"); FP_Game_PushParentEntity(game, mob_spawner); FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-bottom_lane_mob_spawner_pos.x + base_mid_p.x, 0.f), "Waypoint"); FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-bottom_lane_mob_spawner_pos.x + base_mid_p.x, -932.f), "Waypoint"); FP_Game_PopParentEntity(game); } // NOTE: Top lane spawner =================================================================== Dqn_V2 top_lane_mob_spawner_pos = Dqn_V2_InitNx2(mid_lane_mob_spawner_pos.x, mid_lane_mob_spawner_pos.y - 915.f); { FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, top_lane_mob_spawner_pos, spawn_cap, "Mob spawner"); FP_Game_PushParentEntity(game, mob_spawner); FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-top_lane_mob_spawner_pos.x + base_mid_p.x, 0.f), "Waypoint"); FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-top_lane_mob_spawner_pos.x + base_mid_p.x, +915.f), "Waypoint"); FP_Game_PopParentEntity(game); } FP_Entity_CreateHeart(game, base_mid_p, "Heart"); 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->talkco_font = platform->func_load_font(assets, DQN_STRING8("Talkco"), DQN_STRING8("Data/Talkco.otf"), font_size); game->talkco_font_large = platform->func_load_font(assets, DQN_STRING8("Talkco"), DQN_STRING8("Data/Talkco.otf"), DQN_CAST(uint16_t)(font_size * 1.5f)); game->audio[FP_GameAudio_TestAudio] = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa")); game->audio[FP_GameAudio_TerryHit] = platform->func_load_audio(assets, DQN_STRING8("Terry Hit"), DQN_STRING8("Data/Audio/terry_hit.ogg")); game->audio[FP_GameAudio_Smooch] = platform->func_load_audio(assets, DQN_STRING8("Smooch"), DQN_STRING8("Data/Audio/smooch.mp3")); } void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 *acceleration_meters_per_s) { TELY_AssetSpriteSheet *sheet = &game->atlas_sprite_sheet; 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; // NOTE: Left-shift lets us strafe in the same direction if (!TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_LeftShift)) { if (acceleration_meters_per_s->x) entity->direction = acceleration_meters_per_s->x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left; else if (acceleration_meters_per_s->y) entity->direction = acceleration_meters_per_s->y > 0.f ? FP_GameDirection_Down : FP_GameDirection_Up; } FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, entity->action.state, entity->direction); switch (entity->type) { case FP_EntityType_Terry: { FP_EntityTerryState *state = DQN_CAST(FP_EntityTerryState *) & action->state; switch (*state) { case FP_EntityTerryState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle); } break; case FP_EntityTerryState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack); } else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_K) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_Y)) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack); } else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Run); } } } break; case FP_EntityTerryState_Attack: { if (entering_new_state) { uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (action_has_finished) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle); } } break; case FP_EntityTerryState_RangeAttack: { if (entering_new_state) { uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); entity->terry_mobile_data_plan -= FP_TERRY_MOBILE_DATA_PER_RANGE_ATTACK; } if (action_has_finished) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle); } } break; case FP_EntityTerryState_Run: { if (entering_new_state || action->sprite.anim->label != render_data.anim_name) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack); } else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_K) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_Y)) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack); } else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftControl) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_A)) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Dash); } } if (!entity_has_velocity) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle); } } break; case FP_EntityTerryState_Dash: { if (entering_new_state) { uint64_t duration_ms = 250; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); *acceleration_meters_per_s *= 35.f; } if (action_has_finished) FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Run); } break; } if (*state == FP_EntityTerryState_Attack || *state == FP_EntityTerryState_RangeAttack) { DQN_ASSERT(action->sprite.anim); uint64_t duration_ms = action->sprite.anim->count * action->sprite.anim->ms_per_frame; DQN_ASSERT(duration_ms >= PHYSICS_STEP); uint64_t midpoint_clock_ms = action->end_at_clock_ms - (duration_ms / 2); // NOTE: Adding an attack_processed bool to make sure things only fire once if (!entity->attack_processed && game->clock_ms >= midpoint_clock_ms) { // NOTE: Position the attack box Dqn_V2 dir_vector = {}; switch (entity->direction) { case FP_GameDirection_Left: { dir_vector.x = -1.f; entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w, entity->local_hit_box_offset.y); } break; case FP_GameDirection_Right: { dir_vector.x = +1.f; entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->attack_box_size.w, entity->local_hit_box_offset.y); } break; case FP_GameDirection_Up: { dir_vector.y = -1.f; entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x, entity->local_hit_box_offset.y - entity->attack_box_size.h); } break; case FP_GameDirection_Down: { dir_vector.y = +1.f; entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x, entity->local_hit_box_offset.y + entity->attack_box_size.h); } break; case FP_GameDirection_Count: break; } if (*state == FP_EntityTerryState_RangeAttack) { Dqn_Rect entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle); Dqn_V2 projectile_pos = entity_hit_box.pos + entity->attack_box_offset; Dqn_V2 projectile_acceleration = FP_Game_MetersToPixelsV2(game, dir_vector * 0.25f); FP_Entity_CreatePhoneMessageProjectile(game, entity->handle, projectile_pos, projectile_acceleration, "Phone Message Projectile"); } else { entity->attack_box_size = entity->local_hit_box_size; TELY_Audio_Play(audio, game->audio[FP_GameAudio_TerryHit], 1.f); } 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; switch (*state) { case FP_EntitySmoochieState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Idle); } break; case FP_EntitySmoochieState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack); } else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Run); } } if (entity_has_velocity) { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Run); } } break; case FP_EntitySmoochieState_Attack: { if (entering_new_state) { uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); // NOTE: Deal with this further down with the gameplay attack code. TELY_Audio_Play(audio, game->audio[FP_GameAudio_Smooch], 1.f); } // 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 FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Idle); } } break; case FP_EntitySmoochieState_HurtSide: { if (entering_new_state) { uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (action_has_finished) FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Idle); } break; case FP_EntitySmoochieState_Death: { if (entering_new_state) { uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); entity->local_hit_box_size = {}; } if (action_has_finished) FP_Game_DeleteEntity(game, entity->handle); } break; case FP_EntitySmoochieState_Run: { if (entering_new_state || action->sprite.anim->label != render_data.anim_name) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, render_data.anim_name, render_data.flip); 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)) { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack); } } if (!entity_has_velocity) { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Idle); } } break; } if (entity->is_dying && *state != FP_EntitySmoochieState_Death) { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Death); } if (*state == FP_EntitySmoochieState_Attack) { entity->attack_box_size = entity->local_hit_box_size; // NOTE: Position the attack box switch (entity->direction) { case 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); } break; case 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); } break; case 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); } break; case 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); } break; case FP_GameDirection_Count: break; } } else { entity->attack_box_size = {}; } } break; case FP_EntityType_Clinger: { FP_EntityClingerState *state = DQN_CAST(FP_EntityClingerState *)&action->state; switch (*state) { case FP_EntityClingerState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Idle); } break; case FP_EntityClingerState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack); } else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) { FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Run); } } if (entity_has_velocity) { FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Run); } } break; case FP_EntityClingerState_Attack: { if (entering_new_state) { uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (action_has_finished) FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Idle); } break; case FP_EntityClingerState_Death: { if (entering_new_state) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.clinger_death, TELY_AssetFlip_No); uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite); entity->local_hit_box_size = {}; } if (action_has_finished) FP_Game_DeleteEntity(game, entity->handle); } break; case FP_EntityClingerState_Run: { if (entering_new_state || action->sprite.anim->label != render_data.anim_name) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack); } } if (!entity_has_velocity) { FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Idle); } } break; } if (entity->is_dying && *state != FP_EntityClingerState_Death) { FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Death); } if (*state == FP_EntityClingerState_Attack) { // NOTE: Position the attack box entity->attack_box_size = entity->local_hit_box_size; switch (entity->direction) { case 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); } break; case 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); } break; case 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); } break; case 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); } break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } } else { entity->attack_box_size = {}; } } break; case FP_EntityType_MerchantTerry: { FP_EntityMerchantTerryState *state = DQN_CAST(FP_EntityMerchantTerryState *)&action->state; switch (*state) { case FP_EntityMerchantTerryState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantTerryState_Idle); } break; case FP_EntityMerchantTerryState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } } break; } } break; case FP_EntityType_MerchantPhoneCompany: { FP_EntityMerchantPhoneCompanyState *state = DQN_CAST(FP_EntityMerchantPhoneCompanyState *)&action->state; switch (*state) { case FP_EntityMerchantPhoneCompanyState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantPhoneCompanyState_Idle); } break; case FP_EntityMerchantPhoneCompanyState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } } break; } } break; case FP_EntityType_MerchantGym: { FP_EntityMerchantGymState *state = DQN_CAST(FP_EntityMerchantGymState *)&action->state; switch (*state) { case FP_EntityMerchantGymState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantGymState_Idle); } break; case FP_EntityMerchantGymState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } } break; } } break; case FP_EntityType_MerchantGraveyard: { FP_EntityMerchantGraveyardState *state = DQN_CAST(FP_EntityMerchantGraveyardState *)&action->state; switch (*state) { case FP_EntityMerchantGraveyardState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantGraveyardState_Idle); } break; case FP_EntityMerchantGraveyardState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } } break; } } break; case FP_EntityType_ClubTerry: { FP_EntityClubTerryState *state = DQN_CAST(FP_EntityClubTerryState *)&action->state; switch (*state) { case FP_EntityClubTerryState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityClubTerryState_Idle); } break; case FP_EntityClubTerryState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } } break; case FP_EntityClubTerryState_PartyTime: { if (entering_new_state) { uint64_t duration_ms = 5000; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (action_has_finished) { if (!FP_Game_IsNilEntityHandle(game, entity->building_patron)) { FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron); patron->flags &= ~FP_GameEntityFlag_OccupiedInBuilding; patron->base_acceleration_per_s.meters *= .5f; } entity->building_patron = {}; FP_Game_EntityTransitionState(game, entity, FP_EntityClubTerryState_Idle); } } break; } } break; case FP_EntityType_Map: { FP_EntityMapState *state = DQN_CAST(FP_EntityMapState *) & action->state; switch (*state) { case FP_EntityMapState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityMapState_Idle); } break; case FP_EntityMapState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } } break; } } break; case FP_EntityType_Heart: { FP_EntityHeartState *state = DQN_CAST(FP_EntityHeartState *) & action->state; switch (*state) { case FP_EntityHeartState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityHeartState_Idle); } break; case FP_EntityHeartState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } } break; } } break; case FP_EntityType_AirportTerry: { FP_EntityAirportTerryState *state = DQN_CAST(FP_EntityAirportTerryState *)&action->state; switch (*state) { case FP_EntityAirportTerryState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityAirportTerryState_Idle); } break; case FP_EntityAirportTerryState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } } break; case FP_EntityAirportTerryState_FlyPassenger: { if (entering_new_state) { uint64_t duration_ms = 5000; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (action_has_finished) { if (!FP_Game_IsNilEntityHandle(game, entity->building_patron)) { FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron); patron->flags &= ~FP_GameEntityFlag_OccupiedInBuilding; } entity->building_patron = {}; FP_Game_EntityTransitionState(game, entity, FP_EntityAirportTerryState_Idle); } } break; } } break; case FP_EntityType_Catfish: { FP_EntityCatfishState *state = DQN_CAST(FP_EntityCatfishState *) & action->state; switch (*state) { case FP_EntityCatfishState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Idle); } break; case FP_EntityCatfishState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (we_are_clicked_entity) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) || TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Attack); } else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Run); } } if (entity_has_velocity) { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Run); } } break; case FP_EntityCatfishState_Attack: { if (entering_new_state) { uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (action_has_finished) FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Idle); } break; case FP_EntityCatfishState_Death: { if (entering_new_state) { uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); entity->local_hit_box_size = {}; } if (action_has_finished) FP_Game_DeleteEntity(game, entity->handle); } break; case FP_EntityCatfishState_Run: { if (entering_new_state || action->sprite.anim->label != render_data.anim_name) { TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, render_data.anim_name, render_data.flip); 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)) { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Attack); } } if (!entity_has_velocity) { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Idle); } } break; } if (entity->is_dying && *state != FP_EntityCatfishState_Death) { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Death); } if (*state == FP_EntityCatfishState_Attack) { // NOTE: Position the attack box entity->attack_box_size = entity->local_hit_box_size; switch (entity->direction) { case 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); } break; case 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); } break; case 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); } break; case 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); } break; case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break; } } else { entity->attack_box_size = {}; } } break; case FP_EntityType_ChurchTerry: { FP_EntityChurchTerryState *state = DQN_CAST(FP_EntityChurchTerryState *)&action->state; switch (*state) { case FP_EntityChurchTerryState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityChurchTerryState_Idle); } break; case FP_EntityChurchTerryState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } } break; case FP_EntityChurchTerryState_ConvertPatron: { if (entering_new_state) { uint64_t duration_ms = 5000; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } if (action_has_finished) { if (!FP_Game_IsNilEntityHandle(game, entity->building_patron)) { FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron); patron->flags &= ~FP_GameEntityFlag_OccupiedInBuilding; } entity->building_patron = {}; FP_Game_EntityTransitionState(game, entity, FP_EntityChurchTerryState_Idle); } } break; } } break; case FP_EntityType_KennelTerry: { FP_EntityKennelTerryState *state = DQN_CAST(FP_EntityKennelTerryState *)&action->state; switch (*state) { case FP_EntityKennelTerryState_Nil: { FP_Game_EntityTransitionState(game, entity, FP_EntityKennelTerryState_Idle); } break; case FP_EntityKennelTerryState_Idle: { if (entering_new_state) { uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER; FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite); } } break; } } break; case FP_EntityType_Nil: break; case FP_EntityType_Count: DQN_INVALID_CODE_PATH; break; case FP_EntityType_PhoneMessageProjectile: 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 (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Escape)) game->clicked_entity = {}; if (game->clicked_entity.id) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete)) FP_Game_DeleteEntity(game, game->clicked_entity); // NOTE: Building selector Dqn_usize last_building_index = DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1; if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Q)) { if (game->build_mode_building_index <= 0) { game->build_mode_building_index = last_building_index; } else { game->build_mode_building_index -= 1; } } if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_E)) { if (game->build_mode_building_index >= last_building_index) { game->build_mode_building_index = 0; } else { game->build_mode_building_index += 1; } } } else { Dqn_f32 pan_speed = 5.f; if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_Space)) pan_speed *= 2.5f; game->camera.world_pos += dir_vector * pan_speed; } if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F1)) game->debug_ui = !game->debug_ui; Dqn_ProfilerZone update_zone = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: Entity loop"), FP_ProfileZone_FPUpdate_EntityLoop); // NOTE: Handle input ========================================================================== for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) { FP_GameEntity *entity = it.entity; entity->alive_time_s += PHYSICS_STEP; if (entity->flags & FP_GameEntityFlag_OccupiedInBuilding) continue; // NOTE: Move entity by keyboard and gamepad =============================================== Dqn_V2 acceleration_meters_per_s = entity->constant_acceleration_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_Clinger: { auto *state = DQN_CAST(FP_EntityClingerState *)&entity->action.state; move_entity = *state == FP_EntityClingerState_Run || *state == FP_EntityClingerState_Idle; } break; case FP_EntityType_Nil: break; case FP_EntityType_ClubTerry: break; case FP_EntityType_Count: break; case FP_EntityType_Map: break; case FP_EntityType_MerchantTerry: break; case FP_EntityType_MerchantGraveyard: break; case FP_EntityType_MerchantPhoneCompany: break; case FP_EntityType_Heart: break; case FP_EntityType_MerchantGym: break; case FP_EntityType_AirportTerry: break; case FP_EntityType_Catfish: break; case FP_EntityType_ChurchTerry: break; case FP_EntityType_KennelTerry: break; case FP_EntityType_PhoneMessageProjectile: break; } if (move_entity) { acceleration_meters_per_s = dir_vector * entity->base_acceleration_per_s.meters; if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_Space)) acceleration_meters_per_s *= 2.5f; } } } 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) { FP_GameFindClosestEntityResult closest_result = FP_Game_FindClosestEntityWithType(game, entity->handle, FP_EntityType_Terry); Dqn_f32 aggro_dist_threshold = FP_Game_MetersToPixelsNx1(game, 4.f); if (closest_result.dist_squared < DQN_SQUARED(aggro_dist_threshold)) { bool has_waypoint_to_terry = false; for (FP_SentinelListLink *link = nullptr; !has_waypoint_to_terry && FP_SentinelList_Iterate(&entity->waypoints, &link); ) { has_waypoint_to_terry = link->data.entity == closest_result.entity; } if (!has_waypoint_to_terry) { FP_GameEntity *terry = FP_Game_GetEntity(game, closest_result.entity); FP_GameDirection aggro_direction = FP_GameDirection_Count; DQN_FOR_UINDEX(dir_index, FP_GameDirection_Count) { FP_GameEntityHandle slot_entity_handle = terry->aggro_slot[dir_index]; FP_GameEntity *slot_entity = FP_Game_GetEntity(game, slot_entity_handle); if (FP_Game_IsNilEntity(slot_entity)) { aggro_direction = DQN_CAST(FP_GameDirection)dir_index; break; } } FP_SentinelListLink *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->chunk_pool); FP_GameWaypoint *waypoint = &link->data; waypoint->entity = terry->handle; if (aggro_direction != FP_GameDirection_Count) { waypoint->type = FP_GameWaypointType_Side; waypoint->type_direction = aggro_direction; terry->aggro_slot[aggro_direction] = entity->handle; } } } else { if (closest_result.dist_squared > DQN_SQUARED(aggro_dist_threshold * 2.f)) { for (FP_SentinelListLink *link = nullptr; FP_SentinelList_Iterate(&entity->waypoints, &link); ) { FP_GameEntity *maybe_terry = FP_Game_GetEntity(game, link->data.entity); if (maybe_terry->type == FP_EntityType_Terry) { link = FP_SentinelList_Erase(&entity->waypoints, link, game->chunk_pool); } } } } } if (entity->flags & FP_GameEntityFlag_RespondsToBuildings) { FP_GameFindClosestEntityResult closest_building = {}; closest_building.dist_squared = DQN_F32_MAX; closest_building.pos = Dqn_V2_InitNx1(DQN_F32_MAX); for (FP_GameEntityIterator building_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &building_it, game->root_entity); ) { FP_GameEntity *it_entity = building_it.entity; if (it_entity->type != FP_EntityType_ClubTerry && it_entity->type != FP_EntityType_AirportTerry && it_entity->type != FP_EntityType_ChurchTerry) continue; bool already_visited_building = false; for (FP_SentinelListLink *link_it = {}; !already_visited_building && FP_SentinelList_Iterate(&entity->buildings_visited, &link_it); ) { FP_GameEntityHandle visit_item = link_it->data; already_visited_building = visit_item == it_entity->handle; } if (already_visited_building) continue; Dqn_V2 pos = FP_Game_CalcEntityWorldPos(game, it_entity->handle); Dqn_f32 dist = Dqn_V2_LengthSq_V2x2(pos, entity_pos); if (dist < closest_building.dist_squared) { closest_building.pos = pos; closest_building.dist_squared = dist; closest_building.entity = it_entity->handle; } } if (!FP_Game_IsNilEntityHandle(game, closest_building.entity) && closest_building.dist_squared < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game, 5.f))) { bool has_waypoint_to_building = false; for (FP_SentinelListLink *link = nullptr; !has_waypoint_to_building && FP_SentinelList_Iterate(&entity->waypoints, &link); ) { has_waypoint_to_building = link->data.entity == closest_building.entity; } if (!has_waypoint_to_building) { Dqn_Rect hit_box = FP_Game_CalcEntityWorldHitBox(game, closest_building.entity); Dqn_V2 top_left = Dqn_Rect_TopLeft(hit_box); Dqn_V2 top_right = Dqn_Rect_TopRight(hit_box); FP_SentinelListLink *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->chunk_pool); FP_GameWaypoint *waypoint = &link->data; waypoint->entity = closest_building.entity; waypoint->type = FP_GameWaypointType_Side; if (entity_pos.x <= top_left.x) { waypoint->type_direction = FP_GameDirection_Left; } else if (entity_pos.x >= top_right.x) { waypoint->type_direction = FP_GameDirection_Right; } else if (entity_pos.y <= top_left.y) { waypoint->type_direction = FP_GameDirection_Up; } else { waypoint->type_direction = FP_GameDirection_Down; } } } } if (entity->flags & FP_GameEntityFlag_PointOfInterestHeart) { FP_GameFindClosestEntityResult closest_heart = FP_Game_FindClosestEntityWithType(game, entity->handle, FP_EntityType_Heart); if (closest_heart.dist_squared < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game, 4.f))) { bool has_waypoint_to = false; for (FP_SentinelListLink *link = nullptr; !has_waypoint_to && FP_SentinelList_Iterate(&entity->waypoints, &link); ) { has_waypoint_to = link->data.entity == closest_heart.entity; } if (!has_waypoint_to) { Dqn_Rect club_hit_box = FP_Game_CalcEntityWorldHitBox(game, closest_heart.entity); Dqn_V2 club_top_left = Dqn_Rect_TopLeft(club_hit_box); Dqn_V2 club_top_right = Dqn_Rect_TopRight(club_hit_box); FP_SentinelListLink *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->chunk_pool); FP_GameWaypoint *waypoint = &link->data; waypoint->entity = closest_heart.entity; waypoint->type = FP_GameWaypointType_Side; if (entity_pos.x <= club_top_left.x) { waypoint->type_direction = FP_GameDirection_Left; } else if (entity_pos.x >= club_top_right.x) { waypoint->type_direction = FP_GameDirection_Right; } else if (entity_pos.y <= club_top_left.y) { waypoint->type_direction = FP_GameDirection_Up; } else { waypoint->type_direction = FP_GameDirection_Down; } } } } while (entity->waypoints.size) { FP_SentinelListLink *waypoint_link = entity->waypoints.sentinel->next; FP_GameWaypoint const *waypoint = &waypoint_link->data; FP_GameEntity *waypoint_entity = FP_Game_GetEntity(game, waypoint_link->data.entity); if (FP_Game_IsNilEntity(waypoint_entity)) { FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->chunk_pool); continue; } // NOTE: We found a waypoint that is valid to move towards Dqn_V2 target_pos = FP_Game_CalcWaypointWorldPos(game, waypoint); Dqn_V2 entity_to_waypoint = target_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->arrive) { case FP_GameWaypointArrive_Default: { arrival_threshold = FP_Game_MetersToPixelsNx1(game, 0.5f); } break; case FP_GameWaypointArrive_WhenWithinEntitySize: { arrival_threshold = DQN_MAX(waypoint_entity->local_hit_box_size.w, waypoint_entity->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 * (entity->base_acceleration_per_s.meters * 0.25f); break; } // NOTE: We have arrived at the waypoint bool aggro_on_terry = (entity->flags & FP_GameEntityFlag_AggrosWhenNearTerry) && waypoint_entity->type == FP_EntityType_Terry; bool building_response = (entity->flags & FP_GameEntityFlag_RespondsToBuildings) && waypoint_entity->type == FP_EntityType_ClubTerry || waypoint_entity->type == FP_EntityType_AirportTerry || waypoint_entity->type == FP_EntityType_ChurchTerry; bool heart_response = (entity->flags & FP_GameEntityFlag_PointOfInterestHeart) && waypoint_entity->type == FP_EntityType_Heart; if (((waypoint->flags & FP_GameWaypointFlag_NonInterruptible) == 0) && (aggro_on_terry || building_response || heart_response)) { bool can_attack = !entity->is_dying; // TODO(doyle): State transition needs to check if it's valid to move to making this not necessary if (building_response) { FP_GameEntity *building = waypoint_entity; if (FP_Game_IsNilEntityHandle(game, building->building_patron)) { building->building_patron = entity->handle; if (building->type == FP_EntityType_ClubTerry) { FP_Game_EntityTransitionState(game, building, FP_EntityClubTerryState_PartyTime); } else if (building->type == FP_EntityType_AirportTerry) { FP_Game_EntityTransitionState(game, building, FP_EntityAirportTerryState_FlyPassenger); } else { DQN_ASSERT(building->type == FP_EntityType_ChurchTerry); FP_Game_EntityTransitionState(game, building, FP_EntityChurchTerryState_ConvertPatron); } entity->flags |= FP_GameEntityFlag_OccupiedInBuilding; Dqn_Rect hit_box = FP_Game_CalcEntityWorldHitBox(game, building->handle); Dqn_V2 exit_pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(0.5f, 1.1f)); entity->local_pos = exit_pos; // TODO(doyle): Only works when parent world pos is 0,0 can_attack = false; FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->chunk_pool); FP_SentinelList_Add(&entity->buildings_visited, game->chunk_pool, building->handle); } } if (can_attack) { Dqn_V2 attack_dir_vectors[FP_GameDirection_Count] = {}; attack_dir_vectors[FP_GameDirection_Up] = Dqn_V2_InitNx2(+0, -1); attack_dir_vectors[FP_GameDirection_Down] = Dqn_V2_InitNx2(+0, +1); attack_dir_vectors[FP_GameDirection_Left] = Dqn_V2_InitNx2(-1, +0); attack_dir_vectors[FP_GameDirection_Right] = Dqn_V2_InitNx2(+1, +0); Dqn_V2 defender_entity_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle); Dqn_V2 entity_to_defender = defender_entity_pos - entity_pos; Dqn_V2 entity_to_defender_norm = Dqn_V2_Normalise(entity_to_defender); FP_GameDirection best_attack_dir = FP_GameDirection_Up; Dqn_f32 best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector = -1.1f; DQN_FOR_UINDEX (dir_index, FP_GameDirection_Count) { Dqn_V2 attack_dir = attack_dir_vectors[dir_index]; Dqn_f32 scalar_projection = Dqn_V2_Dot(attack_dir, entity_to_defender_norm); if (scalar_projection > best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector) { best_attack_dir = DQN_CAST(FP_GameDirection)dir_index; best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector = scalar_projection; } } switch (entity->type) { case FP_EntityType_Terry: /*FALLTHRU*/ case FP_EntityType_Smoochie: /*FALLTHRU*/ case FP_EntityType_Catfish: /*FALLTHRU*/ case FP_EntityType_Clinger: { // TODO(doyle): We should check if it's valid to enter this new state // from the entity's current state if (entity->type == FP_EntityType_Terry) { FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack); } else if (entity->type == FP_EntityType_Smoochie) { FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack); } else if (entity->type == FP_EntityType_Catfish) { FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Attack); } else { DQN_ASSERT(entity->type == FP_EntityType_Clinger); FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack); } entity->direction = best_attack_dir; } break; case FP_EntityType_Nil: break; case FP_EntityType_ClubTerry: break; case FP_EntityType_Map: break; case FP_EntityType_Heart: break; case FP_EntityType_MerchantTerry: break; case FP_EntityType_MerchantGraveyard: break; case FP_EntityType_MerchantGym: break; case FP_EntityType_MerchantPhoneCompany: break; case FP_EntityType_AirportTerry: break; case FP_EntityType_ChurchTerry: break; case FP_EntityType_KennelTerry: break; case FP_EntityType_PhoneMessageProjectile: break; case FP_EntityType_Count: DQN_INVALID_CODE_PATH; break; } } // NOTE: Aggro makes the entity attack Terry, we will // exit here preserving the waypoint in the entity. break; } else { FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->chunk_pool); } } } // NOTE: Move entity by mouse ============================================================== if (game->active_entity == entity->handle && entity->flags & FP_GameEntityFlag_MoveByMouse) { entity->velocity = {}; acceleration_meters_per_s = {}; entity->local_pos += input->mouse_p_delta; } if (game->clicked_entity == entity->handle) { if (game->active_menu == FP_GameActiveMenu_Nil || game->active_menu == FP_GameActiveMenu_Build) { if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_H)) game->active_menu = DQN_CAST(FP_GameActiveMenu)(DQN_CAST(uint32_t)game->active_menu ^ FP_GameActiveMenu_Build); } if (entity->flags & FP_GameEntityFlag_CameraTracking) game->camera.world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle) - Dqn_V2_InitV2I(platform->core.window_size) * .5f; game->build_mode_can_place_building = false; if (game->active_menu == FP_GameActiveMenu_Build) { FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->build_mode_building_index]; Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle); Dqn_V2 placement_pos = Dqn_Rect_Center(dest_rect); for (FP_GameEntityIterator zone_it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &zone_it, game->root_entity); ) { FP_GameEntity *zone = zone_it.entity; bool is_building = zone->type == FP_EntityType_KennelTerry || zone->type == FP_EntityType_AirportTerry || zone->type == FP_EntityType_ChurchTerry || zone->type == FP_EntityType_ClubTerry; Dqn_Rect zone_hit_box = FP_Game_CalcEntityWorldHitBox(game, zone->handle); if (is_building) { if (Dqn_Rect_Intersects(zone_hit_box, dest_rect)) { game->build_mode_can_place_building = false; break; } } if ((zone->flags & FP_GameEntityFlag_BuildZone) == 0) continue; zone_hit_box.pos += dest_rect.size * .5f; zone_hit_box.size -= dest_rect.size; zone_hit_box.size = Dqn_V2_Max(zone_hit_box.size, Dqn_V2_Zero); game->build_mode_can_place_building |= Dqn_Rect_ContainsPoint(zone_hit_box, placement_pos); } if (game->build_mode_can_place_building && TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F)) { if (placeable_building.type == FP_EntityType_ClubTerry) { FP_Entity_CreateClubTerry(game, placement_pos, "Club Terry"); } else if (placeable_building.type == FP_EntityType_ChurchTerry) { FP_Entity_CreateChurchTerry(game, placement_pos, "Church Terry"); } else if (placeable_building.type == FP_EntityType_AirportTerry) { FP_Entity_CreateAirportTerry(game, placement_pos, "Airport Terry"); } else { DQN_ASSERT(placeable_building.type == FP_EntityType_KennelTerry); FP_Entity_CreateKennelTerry(game, placement_pos, "Kennel Terry"); } } } } // NOTE: Tick the state machine // NOTE: This can delete the entity! Take caution FP_GameEntityHandle entity_handle = entity->handle; FP_EntityActionStateMachine(game, &platform->audio, input, entity, &acceleration_meters_per_s); // NOTE: Core equations of motion ========================================================== FP_Game_MoveEntity(game, entity_handle, acceleration_meters_per_s); } // NOTE: Update entity ========================================================================= for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) { FP_GameEntity *entity = it.entity; if (entity->flags & FP_GameEntityFlag_TTL) { if (game->clock_ms >= entity->ttl_end_timestamp) { FP_Game_DeleteEntity(game, entity->handle); continue; } } if (entity->type == FP_EntityType_Terry) { entity->terry_mobile_data_plan = DQN_MIN(entity->terry_mobile_data_plan + DQN_CAST(Dqn_usize)(FP_TERRY_MOBILE_DATA_PER_RANGE_ATTACK * .25f * PHYSICS_STEP), entity->terry_mobile_data_plan_cap); } // NOTE: Derive dynmamic bounding boxes ==================================================== 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: 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->enemies_spawned_this_wave >= entity->enemies_per_wave) { // NOTE: If all enemies for the current wave have been spawned, // wait for the cooldown period before starting next wave if (input->timer_s >= entity->wave_cooldown_timestamp_s) { entity->current_wave++; entity->enemies_per_wave *= 2; // NOTE: Double the enemies for the next wave entity->enemies_spawned_this_wave = 0; } } else if (entity->spawn_list.size < entity->spawn_cap) { // NOTE: Spawn new entities if (input->timer_s >= entity->next_spawn_timestamp_s) { uint64_t hp_adjustment = entity->current_wave - 1; 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); Dqn_f32 mob_choice = Dqn_PCG32_NextF32(&game->rng); if (mob_choice <= 0.33f) link->data = FP_Entity_CreateClinger(game, entity_world_pos, hp_adjustment, "Clinger"); else if (mob_choice <= 0.66f) link->data = FP_Entity_CreateSmoochie(game, entity_world_pos, hp_adjustment, "Smoochie"); else link->data = FP_Entity_CreateCatfish(game, entity_world_pos, hp_adjustment, "Catfish"); // 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; mob->flags |= FP_GameEntityFlag_RespondsToBuildings; 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; } entity->enemies_spawned_this_wave++; // NOTE: If all enemies for the current wave have been spawned // set the cooldown time for the next wave if (entity->enemies_spawned_this_wave >= entity->enemies_per_wave) { entity->wave_cooldown_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 30.f); // NOTE: 30s cooldown } } } } // NOTE: Do attacks ============================================================================ { Dqn_Profiler_ZoneScopeWithIndex("FP_Update: Attacks", FP_ProfileZone_FPUpdate_Attacks); FP_GameEntity *attacker = 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; if ((defender->flags & FP_GameEntityFlag_Attackable) == 0) continue; bool permit_attack = true; switch (attacker->type) { case FP_EntityType_Smoochie: { if (defender->type == FP_EntityType_Smoochie || defender->type == FP_EntityType_Clinger || defender->type == FP_EntityType_Catfish) permit_attack = false; } break; case FP_EntityType_Catfish: { if (defender->type == FP_EntityType_Smoochie || defender->type == FP_EntityType_Clinger || defender->type == FP_EntityType_Catfish) permit_attack = false; } break; case FP_EntityType_Clinger: { if (defender->type == FP_EntityType_Smoochie || defender->type == FP_EntityType_Clinger || defender->type == FP_EntityType_Catfish) permit_attack = false; } break; case FP_EntityType_Nil: break; case FP_EntityType_Terry: break; case FP_EntityType_Count: break; case FP_EntityType_ClubTerry: break; case FP_EntityType_Map: break; case FP_EntityType_MerchantTerry: break; case FP_EntityType_MerchantGraveyard: break; case FP_EntityType_MerchantGym: break; case FP_EntityType_MerchantPhoneCompany: break; case FP_EntityType_Heart: break; case FP_EntityType_AirportTerry: case FP_EntityType_ChurchTerry: case FP_EntityType_KennelTerry: break; case FP_EntityType_PhoneMessageProjectile: break; } if (!permit_attack) continue; Dqn_Rect defender_box = FP_Game_CalcEntityWorldHitBox(game, defender->handle); if (!Dqn_Rect_Intersects(attacker_box, defender_box)) continue; // NOTE: Do HP ========================================================================= defender->hp -= 1; if (defender->hp <= 0) { defender->is_dying = true; FP_GameEntity *coin_receiver = FP_Game_GetEntity(game, attacker->projectile_owner); if (FP_Game_IsNilEntity(coin_receiver)) coin_receiver = attacker; coin_receiver->coins += 1; } // NOTE: Kickback ====================================================================== #if 0 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 attack_acceleration_meters_per_s = attack_dir_vector * 60.f; FP_Game_MoveEntity(game, defender->handle, attack_acceleration_meters_per_s); #endif } } } if (!FP_Game_IsNilEntityHandle(game, game->clicked_entity)) { TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.map); Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index]; const Dqn_usize target_width = 1800; const Dqn_usize target_height = 1046; game->camera.world_pos.x = DQN_MIN(game->camera.world_pos.x, game->map->local_hit_box_size.w * +0.5f - target_width); game->camera.world_pos.x = DQN_MAX(game->camera.world_pos.x, game->map->local_hit_box_size.w * -0.5f); game->camera.world_pos.y = DQN_MAX(game->camera.world_pos.y, game->map->local_hit_box_size.h * -0.5f); game->camera.world_pos.y = DQN_MIN(game->camera.world_pos.y, game->map->local_hit_box_size.h * +0.5f - target_height); } Dqn_Profiler_EndZone(update_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 = input->mouse_p + game->camera.world_pos; // 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); } TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4); // NOTE: Draw entities ========================================================================= for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) { FP_GameEntity *entity = it.entity; if (entity->flags & FP_GameEntityFlag_OccupiedInBuilding) continue; // NOTE: Render shapes in entity =========================================================== Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle); 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, Dqn_V2_Zero /*rotate origin*/, 0.f /*rotate radians*/, 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, Dqn_V2_Zero /*rotate origin*/, 0.f /*rotation*/, TELY_COLOUR_WHITE_V4); } if (entity->type == FP_EntityType_ClubTerry || entity->type == FP_EntityType_AirportTerry || entity->type == FP_EntityType_ChurchTerry) { FP_GameEntityAction const *action = &entity->action; bool draw_timer = entity->type == FP_EntityType_ClubTerry && action->state == FP_EntityClubTerryState_PartyTime || entity->type == FP_EntityType_AirportTerry && action->state == FP_EntityAirportTerryState_FlyPassenger || entity->type == FP_EntityType_ChurchTerry && action->state == FP_EntityChurchTerryState_ConvertPatron; if (draw_timer) { Dqn_f32 duration = action->end_at_clock_ms - DQN_CAST(Dqn_f32)action->started_at_clock_ms; Dqn_f32 elapsed = DQN_CAST(Dqn_f32)(game->clock_ms - action->started_at_clock_ms); Dqn_f32 t01 = DQN_MIN(1.f, elapsed / duration); Dqn_Rect rect = {}; rect.pos = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0, -0.3f)); rect.size = Dqn_V2_InitNx2(world_hit_box.size.w * t01, 16.f); TELY_Render_RectColourV4(renderer, rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, 1.0f)); } } if (game->active_menu == FP_GameActiveMenu_Build) { if (entity->flags & FP_GameEntityFlag_BuildZone) TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_BLUE_CADET_V4, 0.5f)); } if (game->debug_ui) { // NOTE: Render waypoint entities ====================================================== 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; } } if (entity->flags & FP_GameEntityFlag_MobSpawner) TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_BLUE_CADET_V4); if (entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint) TELY_Render_CircleColourV4(renderer, world_pos, 16.f /*radius*/, TELY_RenderShapeMode_Line, TELY_COLOUR_BLUE_CADET_V4); if (entity->flags & FP_GameEntityFlag_BuildZone) { { Dqn_V2 line_p1 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0, 0)); Dqn_V2 line_p2 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(1, 1)); TELY_Render_LineColourV4(renderer, line_p1, line_p2, TELY_COLOUR_BLACK_V4, 2.f); } { Dqn_V2 line_p1 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0, 1)); Dqn_V2 line_p2 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(1, 0)); TELY_Render_LineColourV4(renderer, line_p1, line_p2, TELY_COLOUR_BLACK_V4, 2.f); } } // 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 ========================================================== 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 Dqn_V2 start = world_pos; for (FP_SentinelListLink *link = nullptr; FP_SentinelList_Iterate(&entity->waypoints, &link); ) { Dqn_V2 end = FP_Game_CalcWaypointWorldPos(game, &link->data); 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_f32 line_height = TELY_Render_FontHeight(renderer, &platform->assets); Dqn_V2 draw_p = world_mouse_p; TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "%.*s", DQN_STRING_FMT(entity->name)); draw_p.y += line_height; TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Pos: (%.1f, %.1f)", world_pos.x, world_pos.y); draw_p.y += line_height; TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Hit Box Size: %.1fx%.1f", world_hit_box.size.x, world_hit_box.size.y); draw_p.y += line_height; TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Tile: %I32dx%I32d", player_tile.x, player_tile.y); draw_p.y += line_height; TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Mouse Pos: (%.1f, %.1f)", world_mouse_p.x, world_mouse_p.y); draw_p.y += line_height; } } } } // NOTE: Render the merchant menus ========================================= FP_GameEntity *player = FP_Game_GetEntity(game, game->player); Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, game->player); { struct FP_MerchantToMenuMapping { FP_GameEntityHandle merchant; Dqn_String8 menu_anim; } merchants[] = { {game->merchant_terry, g_anim_names.merchant_terry_menu}, {game->merchant_graveyard, g_anim_names.merchant_graveyard_menu}, {game->merchant_gym, g_anim_names.merchant_gym_menu}, {game->merchant_phone_company, g_anim_names.merchant_phone_company_menu}, }; bool activated_merchant = false; for (FP_MerchantToMenuMapping mapping : merchants) { FP_GameEntityHandle merchant_handle = mapping.merchant; Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, merchant_handle); Dqn_f32 dist_squared = Dqn_V2_LengthSq_V2x2(world_pos, player_pos); if (dist_squared > DQN_SQUARED(FP_Game_MetersToPixelsNx1(game, 4))) continue; activated_merchant = true; // NOTE: Render animated merchant menu Dqn_Rect merchant_menu_rect = {}; { FP_GameRenderSprite *sprite = &game->player_merchant_menu; if (!sprite->asset.anim || sprite->asset.anim->label != mapping.menu_anim) { sprite->asset = TELY_Asset_MakeAnimatedSprite(&game->atlas_sprite_sheet, mapping.menu_anim, TELY_AssetFlip_No); sprite->started_at_clock_ms = game->clock_ms; } bool trigger_buy_anim = false; uint64_t buy_duration_ms = 500; if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) { game->player_trigger_purchase_timestamp = game->clock_ms + buy_duration_ms; } else if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_J)) { trigger_buy_anim = true; if (game->clock_ms > game->player_trigger_purchase_timestamp) { // TODO(doyle): Do buy logic } } 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); 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 = sprite->asset.sheet->rects.data[sprite_index]; merchant_menu_rect.size = src_rect.size; merchant_menu_rect.pos = world_pos - (merchant_menu_rect.size * .5f) - Dqn_V2_InitNx2(0.f, src_rect.size.y); Dqn_f32 sin_t = DQN_SINF(DQN_CAST(Dqn_f32)input->timer_s * 3.f); merchant_menu_rect.pos.y += sin_t * 4.f; TELY_Render_TextureColourV4(renderer, sprite->asset.sheet->tex_handle, src_rect, merchant_menu_rect, Dqn_V2_Zero /*rotate origin*/, 0.f /*rotation*/, TELY_COLOUR_WHITE_V4); if (trigger_buy_anim) { uint64_t start_buy_time = game->player_trigger_purchase_timestamp - buy_duration_ms; uint64_t elapsed_time = game->clock_ms - start_buy_time; Dqn_f32 buy_t = DQN_MIN(elapsed_time / DQN_CAST(Dqn_f32)buy_duration_ms, 1.f); Dqn_Rect buy_lerp_rect = {}; buy_lerp_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, Dqn_V2_InitNx2(0.68f, 0.215f)); buy_lerp_rect.size.w = (merchant_menu_rect.size.w * 0.211f) * buy_t; buy_lerp_rect.size.h = merchant_menu_rect.size.h * .611f; TELY_Render_RectColourV4(renderer, buy_lerp_rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, 0.5f)); } } // NOTE: Render the merchant button TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_button_a); Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index]; Dqn_Rect dest_rect = {}; dest_rect.size = button_rect.size * 1.5f; dest_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, Dqn_V2_InitNx2(0.75f, 0.5f)); TELY_Render_TextureColourV4(renderer, game->atlas_sprite_sheet.tex_handle, button_rect, dest_rect, Dqn_V2_Zero /*rotate origin*/, 0.f /*rotation*/, TELY_COLOUR_WHITE_V4); TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4); TELY_Render_PushFont(renderer, game->talkco_font_large); TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0.5f, -1)), Dqn_V2_InitNx2(0.5, 0.f), "$2"); TELY_Render_PopFont(renderer); TELY_Render_PopColourV4(renderer); } if (activated_merchant) { game->active_menu = FP_GameActiveMenu_Merchant; } else { if (game->active_menu == FP_GameActiveMenu_Merchant) { game->active_menu = FP_GameActiveMenu_Nil; } } } // NOTE: Render player avatar HUD ========================================== Dqn_f32 ui_start_y = 32.f; { TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity()); DQN_DEFER { TELY_Render_PopTransform(renderer); }; FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, FP_EntityType_Terry, FP_EntityTerryState_Idle, FP_GameDirection_Down); Dqn_Rect dest = {}; dest.size = render_data.render_size; dest.pos.y = ui_start_y; dest.pos.x = ui_start_y; TELY_Render_TextureColourV4(renderer, render_data.sheet->tex_handle, render_data.sheet_rect, dest, Dqn_V2_Zero, 0.f, TELY_COLOUR_WHITE_V4); TELY_Render_PushFont(renderer, game->talkco_font); Dqn_V2 next_pos = Dqn_Rect_InterpolatedPoint(dest, Dqn_V2_InitNx2(1.f, 0)); TELY_Render_TextF(renderer, next_pos, Dqn_V2_Zero, "Terry"); Dqn_f32 font_height = TELY_Render_FontHeight(renderer, &platform->assets); next_pos.y += font_height; TELY_Render_TextF(renderer, next_pos, Dqn_V2_Zero, "%$$$d/%$$$d", player->terry_mobile_data_plan, player->terry_mobile_data_plan_cap); next_pos.y += font_height; TELY_Render_TextF(renderer, next_pos, Dqn_V2_Zero, "$%I64u", player->coins); next_pos.y += font_height; TELY_Render_TextF(renderer, next_pos, Dqn_V2_Zero, "[H] Build Menu"); next_pos.y += font_height; TELY_Render_TextF(renderer, next_pos, Dqn_V2_Zero, "[Shift+WASD] Strafe"); next_pos.y += font_height; TELY_Render_TextF(renderer, next_pos, Dqn_V2_Zero, "[Ctrl+WASD] Dash"); next_pos.y += font_height; TELY_Render_TextF(renderer, next_pos, Dqn_V2_Zero, "[J|K] Melee/Range"); TELY_Render_PopFont(renderer); } if (!FP_Game_IsNilEntityHandle(game, game->clicked_entity) && game->active_menu == FP_GameActiveMenu_Build) { // NOTE: Render building blueprint ========================================================= { FP_GameEntity *entity = FP_Game_GetEntity(game, game->clicked_entity); FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->build_mode_building_index]; FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction); Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle); Dqn_V4 colour = game->build_mode_can_place_building ? TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f) : TELY_Colour_V4Alpha(TELY_COLOUR_RED_V4, 0.5f); TELY_Render_RectColourV4(renderer, dest_rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_BLUE_CADET_V4, 0.5f)); TELY_Render_TextureColourV4(renderer, club_terry_render_data.sheet->tex_handle, club_terry_render_data.sheet_rect, dest_rect, Dqn_V2_Zero /*rotate origin*/, 0.f /*rotation*/, colour); } // NOTE: Render the building selector UI =================================================== { TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity()); DQN_DEFER { TELY_Render_PopTransform(renderer); }; game->build_mode_building_index = DQN_CLAMP(game->build_mode_building_index, 0, DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1); Dqn_f32 building_ui_size = 150.f; Dqn_f32 padding = 10.f; Dqn_f32 total_size = DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) * building_ui_size + ((DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1) * padding); Dqn_f32 start_x = (platform->core.window_size.x * .5f) - (total_size * .5f); DQN_FOR_UINDEX (building_index, DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS)) { FP_GamePlaceableBuilding building = PLACEABLE_BUILDINGS[building_index]; FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, building.type, building.state, FP_GameDirection_Down); Dqn_Rect rect = Dqn_Rect_InitNx4(start_x + (building_index * building_ui_size) + (padding * building_index), ui_start_y, building_ui_size, building_ui_size); Dqn_V4 texture_colour = TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, .5f); Dqn_V4 outline_colour = TELY_COLOUR_WHITE_PALE_GOLDENROD_V4; if (game->build_mode_building_index == building_index) { outline_colour = TELY_COLOUR_RED_TOMATO_V4; texture_colour.a = 1.f; } TELY_Render_RectColourV4(renderer, rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f)); TELY_Render_TextureColourV4(renderer, render_data.sheet->tex_handle, render_data.sheet_rect, rect, Dqn_V2_Zero /*rotate origin*/, 0.f /*rotation*/, texture_colour); TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(renderer, rect, TELY_RenderShapeMode_Line, outline_colour); cmd->thickness = 2.f; } } } // NOTE: Add scanlines into the game for A E S T H E T I C S Dqn_V2 screen_size = Dqn_V2_InitNx2(platform->core.window_size.w, platform->core.window_size.h); Dqn_f32 scanline_gap = 4.0f; Dqn_f32 scanline_thickness = 3.0f; FP_GameRenderCameraFollowScanlines(renderer, screen_size, game->camera.world_pos, scanline_gap, scanline_thickness); } 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_BLACK_MIDNIGHT_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 = input->mouse_p + game->camera.world_pos; // ============================================================================================= TELY_Audio *audio = &platform->audio; #if 0 if (audio->playback_size == 0) { TELY_Audio_Play(audio, game->audio[FP_GameAudio_TestAudio], 1.f /*volume*/); } #endif // ============================================================================================= 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); }; if (game->debug_ui) { // 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.window_size.w, platform->core.window_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: Other { 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); }; TELY_RFui_TextF(rfui, "Camera: %.1f, %.1f", game->camera.world_pos.x, game->camera.world_pos.y); 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); }