feely_pona/feely_pona.cpp

4506 lines
259 KiB
C++

#if defined(_CLANGD)
#pragma once
#include "feely_pona_unity.h"
#endif
Dqn_V2 const FP_TARGET_VIEWPORT_SIZE = Dqn_V2_InitNx2(1824, 1046);
static FP_ParticleDescriptor FP_DefaultFloatUpParticleDescriptor(Dqn_Str8 anim_name, Dqn_usize duration_ms)
{
FP_ParticleDescriptor result = {};
result.anim_name = anim_name;
result.velocity.y = -16.f;
result.velocity_variance.y = (result.velocity.y * .5f);
result.velocity_variance.x = DQN_ABS(result.velocity.y);
result.colour_begin = TELY_COLOUR_WHITE_V4;
result.colour_end = TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.f);
result.duration_ms = duration_ms;
return result;
}
static void FP_EmitParticle(FP_Game *game, FP_ParticleDescriptor descriptor, Dqn_usize count)
{
DQN_FOR_UINDEX (index, count) {
uint32_t particle_index = game->play.particle_next_index++ & (DQN_ARRAY_UCOUNT(game->play.particles) - 1);
FP_Particle *particle = game->play.particles + particle_index;
if (particle->alive)
continue;
particle->anim_name = Dqn_Str8_Copy(Dqn_Arena_Allocator(game->frame_arena), descriptor.anim_name);
particle->alive = true;
particle->pos = descriptor.pos;
particle->velocity.x = descriptor.velocity.x + (descriptor.velocity_variance.x * (Dqn_PCG32_NextF32(&game->play.rng) - 0.5f));
particle->velocity.y = descriptor.velocity.y + (descriptor.velocity_variance.y * (Dqn_PCG32_NextF32(&game->play.rng) - 0.5f));
particle->colour_begin = descriptor.colour_begin;
particle->colour_end = descriptor.colour_end;
particle->start_ms = game->play.clock_ms;
particle->end_ms = game->play.clock_ms + descriptor.duration_ms;
}
}
static TELY_AssetSpriteSheet FP_LoadSpriteSheetFromSpec(TELY_OS *os, TELY_Assets *assets, Dqn_Arena *arena, Dqn_Str8 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_Str8 sprite_spec_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s.txt", DQN_STR_FMT(assets->textures_dir), DQN_STR_FMT(sheet_name));
Dqn_Str8 sprite_spec_buffer = os->funcs.load_file(scratch.arena, sprite_spec_path);
Dqn_Str8SplitAllocResult lines = Dqn_Str8_SplitAlloc(scratch.allocator, sprite_spec_buffer, DQN_STR8("\n"));
Dqn_usize sprite_rect_index = 0;
Dqn_usize sprite_anim_index = 0;
DQN_FOR_UINDEX(line_index, lines.size) {
Dqn_Str8 line = lines.data[line_index];
Dqn_Str8SplitAllocResult line_splits = Dqn_Str8_SplitAlloc(scratch.allocator, line, DQN_STR8(";"));
if (line_index == 0) {
DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for @file lines");
DQN_ASSERT(Dqn_Str8_StartsWith(line_splits.data[0], DQN_STR8("@file"), Dqn_Str8EqCase_Sensitive));
// NOTE: Sprite sheet path
Dqn_Str8 sprite_sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s", DQN_STR_FMT(assets->textures_dir), DQN_STR_FMT(line_splits.data[1]));
result.tex_handle = os->funcs.load_texture(assets, sheet_name, sprite_sheet_path);
DQN_ASSERTF(Dqn_Fs_Exists(sprite_sheet_path), "Required file does not exist '%.*s'", DQN_STR_FMT(sprite_sheet_path));
// NOTE: Total sprite frame count
Dqn_Str8ToU64Result total_frame_count = Dqn_Str8_ToU64(line_splits.data[2], 0);
DQN_ASSERT(total_frame_count.success);
result.rects = Dqn_Slice_Alloc<Dqn_Rect>(arena, total_frame_count.value, Dqn_ZeroMem_No);
// NOTE: Total animation count
Dqn_Str8ToU64Result total_anim_count = Dqn_Str8_ToU64(line_splits.data[3], 0);
DQN_ASSERT(total_anim_count.success);
result.anims = Dqn_Slice_Alloc<TELY_AssetSpriteAnimation>(arena, total_anim_count.value, Dqn_ZeroMem_No);
// TODO: Sprite size?
// TODO: Texture name?
continue;
}
if (Dqn_Str8_StartsWith(line, DQN_STR8("@anim"))) {
DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for @anim lines");
Dqn_Str8 anim_name = line_splits.data[1];
Dqn_Str8ToU64Result frames_per_second = Dqn_Str8_ToU64(line_splits.data[2], 0);
Dqn_Str8ToU64Result frame_count = Dqn_Str8_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_Str8_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 == 5, "Expected 5 splits for sprite frame lines");
Dqn_Str8ToU64Result x = Dqn_Str8_ToU64(line_splits.data[0], 0);
Dqn_Str8ToU64Result y = Dqn_Str8_ToU64(line_splits.data[1], 0);
Dqn_Str8ToU64Result w = Dqn_Str8_ToU64(line_splits.data[2], 0);
Dqn_Str8ToU64Result h = Dqn_Str8_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_SetDefaultGamepadBindings(FP_GameControls *controls)
{
// NOTE: Note up/down/left/right uses analog sticks, non-negotiable.
controls->attack.gamepad_key = TELY_InputGamepadKey_X;
controls->range_attack.gamepad_key = TELY_InputGamepadKey_Y;
controls->build_mode.gamepad_key = TELY_InputGamepadKey_L3;
controls->strafe.gamepad_key = TELY_InputGamepadKey_B;
controls->dash.gamepad_key = TELY_InputGamepadKey_A;
controls->buy_building.gamepad_key = TELY_InputGamepadKey_LeftBumper;
controls->buy_upgrade.gamepad_key = TELY_InputGamepadKey_RightBumper;
controls->move_building_ui_cursor_left.gamepad_key = TELY_InputGamepadKey_DLeft;
controls->move_building_ui_cursor_right.gamepad_key = TELY_InputGamepadKey_DRight;
}
static FP_ListenForNewPlayerResult FP_ListenForNewPlayer(TELY_Input *input, FP_Game *game, bool tutorial_is_allowed)
{
FP_ListenForNewPlayerResult result = {};
if (game->play.players.size == 2)
return result;
FP_GamePlay *play = &game->play;
bool keyboard_already_allocated = false;
uint32_t gamepad_index = 0;
if (play->players.size) {
FP_GameEntityHandle first_player_handle = play->players.data[0];
FP_GameEntity *player = FP_Game_GetEntity(game, first_player_handle);
if (player->controls.mode == FP_GameControlMode_Gamepad) {
gamepad_index = 1;
} else {
// NOTE: We only allow one player to use the keyboard, everyone
// else must use a gamepad.
keyboard_already_allocated = true;
}
}
bool keyboard_pressed = !keyboard_already_allocated && TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_B);
bool gamepad_pressed = TELY_Input_GamepadKeyIsPressed(input, gamepad_index, TELY_InputGamepadKey_Start);
if (tutorial_is_allowed) {
if (!keyboard_already_allocated && TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_T)) {
keyboard_pressed = true;
result.tutorial_requested = true;
}
if (TELY_Input_GamepadKeyIsPressed(input, gamepad_index, TELY_InputGamepadKey_Select)) {
gamepad_pressed = true;
result.tutorial_requested = true;
}
}
if (keyboard_pressed || gamepad_pressed) {
FP_GameEntityHandle terry_handle = {};
if (play->players.size) {
FP_GameEntityHandle player = play->players.data[play->players.size - 1];
Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, player);
terry_handle = FP_Entity_CreatePerry(game, player_pos, "Perry");
game->play.perry_joined = FP_GamePerryJoins_Enters;
} else {
terry_handle = FP_Entity_CreateTerry(game, Dqn_V2_InitNx2(1380, 11), "Perry");
}
Dqn_FArray_Add(&play->players, terry_handle);
FP_GameEntity *terry = FP_Game_GetEntity(game, terry_handle);
FP_GameControls *controls = &terry->controls;
if (keyboard_pressed) {
controls->mode = FP_GameControlMode_Keyboard;
controls->up.scan_key = TELY_InputScanKey_W;
controls->down.scan_key = TELY_InputScanKey_S;
controls->left.scan_key = TELY_InputScanKey_A;
controls->right.scan_key = TELY_InputScanKey_D;
controls->attack.scan_key = TELY_InputScanKey_J;
controls->range_attack.scan_key = TELY_InputScanKey_K;
controls->build_mode.scan_key = TELY_InputScanKey_H;
controls->strafe.scan_key = TELY_InputScanKey_L;
controls->dash.scan_key = TELY_InputScanKey_N;
controls->buy_building.scan_key = TELY_InputScanKey_U;
controls->buy_upgrade.scan_key = TELY_InputScanKey_I;
controls->move_building_ui_cursor_left.scan_key = TELY_InputScanKey_Q;
controls->move_building_ui_cursor_right.scan_key = TELY_InputScanKey_E;
} else {
controls->mode = FP_GameControlMode_Gamepad;
controls->gamepad_index = gamepad_index;
FP_SetDefaultGamepadBindings(controls);
}
result.yes = true;
}
return result;
}
uint64_t const FP_COOLDOWN_WAVE_TIME_MS = 30'000;
static void FP_PlayReset(FP_Game *game, TELY_OS *os)
{
FP_GamePlay *play = &game->play;
if (game->play.root_entity)
FP_Game_DeleteEntity(game, game->play.root_entity->handle);
Dqn_VArray<FP_GameEntity> shallow_entities_copy = play->entities;
DQN_MEMSET(play, 0, sizeof(*play));
play->chunk_pool = &os->chunk_pool;
play->meters_to_pixels = 65.416f;
play->entities = shallow_entities_copy;
if (play->entities.data) {
Dqn_VArray_Clear(&play->entities, Dqn_ZeroMem_Yes);
} else {
play->entities = Dqn_VArray_Init<FP_GameEntity>(&play->arena, 1024 * 8);
}
play->root_entity = Dqn_VArray_Make(&play->entities, Dqn_ZeroMem_No);
Dqn_FArray_Add(&play->parent_entity_stack, play->root_entity->handle);
Dqn_PCG32_Seed(&play->rng, os->core.epoch_time);
// NOTE: Seed the shuffled list with indexes
DQN_FOR_UINDEX (index, DQN_ARRAY_UCOUNT(play->monkey_spawn_shuffled_list)) {
play->monkey_spawn_shuffled_list[index] = DQN_CAST(uint8_t)index;
}
// NOTE: Fisher yates shuffle the list
DQN_MSVC_WARNING_PUSH
DQN_MSVC_WARNING_DISABLE(6293) // Ill-formed for loop (potential wrapping index)
for (Dqn_usize index = DQN_ARRAY_UCOUNT(play->monkey_spawn_shuffled_list) - 1; index < DQN_ARRAY_UCOUNT(play->monkey_spawn_shuffled_list); index--) {
DQN_MSVC_WARNING_POP
uint32_t swap_index = Dqn_PCG32_Range(&play->rng, 0, DQN_CAST(uint32_t)index + 1);
DQN_SWAP(play->monkey_spawn_shuffled_list[swap_index], play->monkey_spawn_shuffled_list[index]);
}
// 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;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down);
entity->sprite_height = render_data.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_Game_EntityActionReset(game, entity->handle, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, render_data.sprite);
play->map = entity;
}
// NOTE: Map walls =============================================================================
FP_GameEntity const *map = play->map;
Dqn_Rect const map_hit_box = FP_Game_CalcEntityWorldHitBox(game, map->handle);
{
Dqn_f32 wall_thickness = FP_Game_MetersToPixelsNx1(game->play, 1.f);
Dqn_f32 half_wall_thickness = wall_thickness * .5f;
FP_Entity_CreateWallAtPos(game,
DQN_STR8("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_STR8("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_STR8("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_STR8("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");
}
}
Dqn_V2 base_mid_p = Dqn_V2_InitNx2(1580, 0.f);
{
Dqn_V2 mid_lane_mob_spawner_pos = Dqn_V2_InitNx2(play->map->local_hit_box_size.w * -0.5f + 128.f, 0.f);
Dqn_V2 bottom_lane_mob_spawner_pos = Dqn_V2_InitNx2(mid_lane_mob_spawner_pos.x, mid_lane_mob_spawner_pos.y + 932.f);
Dqn_V2 top_lane_mob_spawner_pos = Dqn_V2_InitNx2(mid_lane_mob_spawner_pos.x, mid_lane_mob_spawner_pos.y - 915.f);
Dqn_usize spawn_cap = 16;
// NOTE: Top lane spawner ===================================================================
{
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);
Dqn_FArray_Add(&play->mob_spawners, mob_spawner);
}
// NOTE: Mid lane mob spawner ==================================================================
{
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);
Dqn_FArray_Add(&play->mob_spawners, mob_spawner);
}
// NOTE: Bottom lane spawner ===================================================================
{
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);
Dqn_FArray_Add(&play->mob_spawners, mob_spawner);
}
}
{
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);
play->merchant_terry = FP_Entity_CreateMerchantTerry(game, base_top_left, "Merchant");
play->merchant_graveyard = FP_Entity_CreateMerchantGraveyard(game, base_bottom_left, "Graveyard");
play->merchant_gym = FP_Entity_CreateMerchantGym(game, base_bottom_right, "Gym");
play->merchant_phone_company = FP_Entity_CreateMerchantPhoneCompany(game, base_top_right, "PhoneCompany");
}
#if 0
FP_Entity_CreateClubTerry(game, Dqn_V2_InitNx2(+500, -191), "Club Terry");
FP_Entity_CreateKennelTerry(game, Dqn_V2_InitNx2(-300, -191), "Kennel Terry");
FP_Entity_CreateChurchTerry(game, Dqn_V2_InitNx2(-800, -191), "Church Terry");
FP_Entity_CreateAirportTerry(game, Dqn_V2_InitNx2(-1200, -191), "Airport Terry");
#endif
// NOTE: Heart
game->play.heart = FP_Entity_CreateHeart(game, base_mid_p, "Heart");
play->tile_size = 37;
// NOTE: Create billboads ======================================================================
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2( 511, 451), FP_EntityBillboardState_Dash, "Dash Billboard");
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2( 511, -451), FP_EntityBillboardState_Attack, "Attack Billboard");
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(2047, -720), FP_EntityBillboardState_RangeAttack, "Range Attack Billboard");
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(-936, -500), FP_EntityBillboardState_Monkey, "Monkey Billboard");
FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(1898, 771), FP_EntityBillboardState_Strafe, "Strafe Billboard");
play->billboard_build = FP_Entity_CreateBillboard(game, Dqn_V2_InitNx2(1068, 619), FP_EntityBillboardState_Build, "Build Billboard");
// NOTE: Camera ================================================================================
play->camera.world_pos = {};
play->camera.scale = Dqn_V2_InitNx1(1);
play->camera.size = FP_TARGET_VIEWPORT_SIZE;
}
TELY_OS_DLL_FUNCTION
void TELY_OS_DLLReload(TELY_OS *os)
{
Dqn_Library_SetPointer(os->core.dqn_lib);
g_tely = os->funcs;
os->funcs.set_window_title(DQN_STR8("Terry Cherry"));
}
TELY_OS_DLL_FUNCTION
void TELY_OS_DLLInit(TELY_OS *os)
{
TELY_OS_DLLReload(os);
FP_UnitTests(os);
// NOTE: TELY Game =============================================================================
TELY_Assets *assets = &os->assets;
assets->chunk_pool = &os->chunk_pool;
FP_Game *game = Dqn_Arena_New(&os->arena, FP_Game, Dqn_ZeroMem_Yes);
Dqn_f32 font_scalar = FP_TARGET_VIEWPORT_SIZE.w / DQN_CAST(Dqn_f32)os->core.window_size.x;
game->font_size = DQN_CAST(uint16_t)(18 * font_scalar);
game->large_font_size = DQN_CAST(uint16_t)(game->font_size * 5.f);
game->large_talkco_font_size = DQN_CAST(uint16_t)(game->font_size * 1.5f);
game->xlarge_talkco_font_size = DQN_CAST(uint16_t)(game->font_size * 2.f);
game->inter_regular_font = TELY_Asset_LoadFont(assets, DQN_STR8("Inter (Regular)"), DQN_STR8("Data/Fonts/Inter-Regular.otf"));
game->inter_italic_font = TELY_Asset_LoadFont(assets, DQN_STR8("Inter (Italic)"), DQN_STR8("Data/Fonts/Inter-Italic.otf"));
game->jetbrains_mono_font = TELY_Asset_LoadFont(assets, DQN_STR8("JetBrains Mono NL (Regular)"), DQN_STR8("Data/Fonts/JetBrainsMonoNL-Regular.ttf"));
game->talkco_font = TELY_Asset_LoadFont(assets, DQN_STR8("Talkco"), DQN_STR8("Data/Fonts/Talkco.otf"));
game->audio[FP_GameAudio_TerryHit] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Terry Hit"), DQN_STR8("Data/Audio/terry_hit.ogg"));
game->audio[FP_GameAudio_Ching] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ching"), DQN_STR8("Data/Audio/ching.ogg"));
game->audio[FP_GameAudio_Church] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Church"), DQN_STR8("Data/Audio/church.ogg"));
game->audio[FP_GameAudio_Club] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Club"), DQN_STR8("Data/Audio/club_terry.ogg"));
game->audio[FP_GameAudio_Dog] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Dog"), DQN_STR8("Data/Audio/dog.ogg"));
game->audio[FP_GameAudio_MerchantGhost] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ghost"), DQN_STR8("Data/Audio/merchant_ghost.ogg"));
game->audio[FP_GameAudio_MerchantGym] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Gym"), DQN_STR8("Data/Audio/merchant_gym.ogg"));
game->audio[FP_GameAudio_MerchantPhone] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Phone"), DQN_STR8("Data/Audio/merchant_tech.ogg"));
game->audio[FP_GameAudio_MerchantTerry] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Door"), DQN_STR8("Data/Audio/merchant_terry.ogg"));
game->audio[FP_GameAudio_Message] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Message"), DQN_STR8("Data/Audio/message.ogg"));
game->audio[FP_GameAudio_Monkey] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Monkey"), DQN_STR8("Data/Audio/monkey.ogg"));
game->audio[FP_GameAudio_Plane] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Plane"), DQN_STR8("Data/Audio/airport.ogg"));
game->audio[FP_GameAudio_PortalDestroy] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Portal Destroy"), DQN_STR8("Data/Audio/portal_destroy.ogg"));
game->audio[FP_GameAudio_Smooch] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Smooch"), DQN_STR8("Data/Audio/smooch.ogg"));
game->audio[FP_GameAudio_Woosh] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Woosh"), DQN_STR8("Data/Audio/woosh.ogg"));
game->audio[FP_GameAudio_GameStart] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Game Start"), DQN_STR8("Data/Audio/game_start.ogg"));
game->audio[FP_GameAudio_PerryStart] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Perry Start"), DQN_STR8("Data/Audio/perry_start.ogg"));
game->audio[FP_GameAudio_Ambience1] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ambience one"), DQN_STR8("Data/Audio/ambience_1.ogg"));
game->audio[FP_GameAudio_Ambience2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Ambience two"), DQN_STR8("Data/Audio/ambience_2.ogg"));
game->audio[FP_GameAudio_Music1] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music one"), DQN_STR8("Data/Audio/music_1.ogg"));
game->audio[FP_GameAudio_Music2] = TELY_Asset_LoadAudio(assets, os, DQN_STR8("Music two"), DQN_STR8("Data/Audio/music_2.ogg"));
// NOTE: Load sprite sheets ====================================================================
os->user_data = game;
game->atlas_sprite_sheet = FP_LoadSpriteSheetFromSpec(os, assets, &os->arena, DQN_STR8("atlas"));
FP_PlayReset(game, os);
}
struct FP_GetClosestPortalMonkeyResult
{
FP_GameEntityHandle entity;
Dqn_f32 dist;
};
FP_GetClosestPortalMonkeyResult FP_GetClosestPortalMonkey(FP_Game *game, FP_GameEntityHandle handle)
{
// NOTE: Check if we are nearby a monkey and picking it up
FP_GetClosestPortalMonkeyResult result = {};
result.dist = DQN_F32_MAX;
for (FP_GameEntityHandle portal_monkey_handle : game->play.portal_monkeys) {
FP_GameEntity *portal_monkey = FP_Game_GetEntity(game, portal_monkey_handle);
if (FP_Game_IsNilEntity(portal_monkey))
continue;
Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, handle);
Dqn_V2 portal_monkey_pos = FP_Game_CalcEntityWorldPos(game, portal_monkey_handle);
Dqn_f32 dist_squared = Dqn_V2_LengthSq_V2x2(entity_pos, portal_monkey_pos);
if (dist_squared < result.dist) {
result.dist = dist_squared;
result.entity = portal_monkey_handle;
}
}
return result;
}
static void FP_AppendMobSpawnerWaypoints(FP_Game *game, FP_GameEntityHandle src_handle, FP_GameEntityHandle dest_handle)
{
FP_GameEntity *src = FP_Game_GetEntity(game, src_handle);
FP_GameEntity *dest = FP_Game_GetEntity(game, dest_handle);
if (FP_Game_IsNilEntity(src) || FP_Game_IsNilEntity(dest))
return;
Dqn_f32 one_meter = FP_Game_MetersToPixelsNx1(game->play, 1.f);
for (FP_GameEntity *waypoint_entity = src->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) {
if ((waypoint_entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint) == 0)
continue;
// NOTE: Add the waypoint
FP_SentinelListLink<FP_GameWaypoint> *waypoint = FP_SentinelList_Make(&dest->waypoints, game->play.chunk_pool);
waypoint->data.entity = waypoint_entity->handle;
waypoint->data.arrive = FP_GameWaypointArrive_WhenWithinEntitySize;
waypoint->data.value = 1.5f;
uint32_t min_vary = DQN_CAST(uint32_t)(one_meter * .5f);
uint32_t max_vary = DQN_CAST(uint32_t)(one_meter * 2.f);
waypoint->data.offset += Dqn_V2_InitNx2(DQN_CAST(Dqn_f32) Dqn_PCG32_Range(&game->play.rng, min_vary, max_vary),
DQN_CAST(Dqn_f32) Dqn_PCG32_Range(&game->play.rng, min_vary, max_vary));
if (Dqn_PCG32_NextF32(&game->play.rng) >= .5f)
waypoint->data.offset.x *= -1;
if (Dqn_PCG32_NextF32(&game->play.rng) >= .5f)
waypoint->data.offset.y *= -1;
}
}
static void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Input *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->play.clicked_entity;
bool const entity_has_velocity = entity->velocity.x || entity->velocity.y;
bool const entering_new_state = entity->alive_time_s == 0.f || action->state != action->next_state;
bool const action_has_finished = !entering_new_state && game->play.clock_ms >= action->end_at_clock_ms;
FP_GameControls const *controls = &entity->controls;
action->state = action->next_state;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, entity->action.state, entity->direction);
switch (entity->type) {
case FP_EntityType_Perry: /*FALLTHRU*/
case FP_EntityType_Terry: {
FP_EntityTerryState *state = DQN_CAST(FP_EntityTerryState *) & action->state;
{
FP_GameEntity *portal_monkey = FP_Game_GetEntity(game, entity->carried_monkey);
if (!FP_Game_IsNilEntity(portal_monkey)) {
Dqn_Rect hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
Dqn_f32 trig_t = DQN_CAST(Dqn_f32)game->play.clock_ms / 1000.f * 2.f;
Dqn_V2 offset = Dqn_V2_InitNx2(DQN_COSF(trig_t), DQN_SINF(trig_t)) * 18.f;
portal_monkey->local_pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(0.5f, -0.75f)) + offset;
}
}
if (entity->hp <= 0 && *state != FP_EntityTerryState_DeadGhost) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_DeadGhost);
break;
}
switch (*state) {
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 (entity->in_game_menu != FP_GameInGameMenu_Build) {
bool picked_up_monkey_this_frame = false;
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
// NOTE: Check if we are nearby a monkey and picking it up
FP_GetClosestPortalMonkeyResult closest_monkey = FP_GetClosestPortalMonkey(game, entity->handle);
if (closest_monkey.dist < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 2.f))) {
if (FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
entity->carried_monkey = closest_monkey.entity;
picked_up_monkey_this_frame = true;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Monkey], 1.f);
}
}
}
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
if (FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack);
} else if (FP_Game_KeyBindIsPressed(input, controls, controls->range_attack)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack);
}
} else {
if (!picked_up_monkey_this_frame && FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
FP_GameEntity *portal_monkey = FP_Game_GetEntity(game, entity->carried_monkey);
portal_monkey->local_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
entity->carried_monkey = {};
}
}
}
if (action->next_state == action->state && (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;
entity->attack_direction = entity->direction;
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->attack_direction = entity->direction;
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);
}
bool picked_up_monkey_this_frame = false;
if (entity->in_game_menu != FP_GameInGameMenu_Build) {
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
// NOTE: Check if we are nearby a monkey and picking it up
FP_GetClosestPortalMonkeyResult closest_monkey = FP_GetClosestPortalMonkey(game, entity->handle);
if (closest_monkey.dist < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 2.f))) {
if (FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
entity->carried_monkey = closest_monkey.entity;
picked_up_monkey_this_frame = true;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Monkey], 1.f);
}
}
}
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
if (FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack);
} else if (FP_Game_KeyBindIsPressed(input, controls, controls->range_attack)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack);
}
}
}
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
if (FP_Game_KeyBindIsPressed(input, controls, controls->dash))
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Dash);
} else {
if (!picked_up_monkey_this_frame && FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
FP_GameEntity *portal_monkey = FP_Game_GetEntity(game, entity->carried_monkey);
portal_monkey->local_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
entity->carried_monkey = {};
}
}
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;
entity->stamina -= FP_TERRY_DASH_STAMINA_COST;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Woosh], 1.f);
}
entity->action.sprite_alpha = Dqn_PCG32_NextF32(&game->play.rng);
if (action_has_finished) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Run);
entity->action.sprite_alpha = 1.f;
}
} break;
case FP_EntityTerryState_DeadGhost: {
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);
entity->action.sprite_play_once = true;
entity->faction = FP_GameEntityFaction_Nil;
}
Dqn_f32 hp_t = entity->hp / DQN_CAST(Dqn_f32)entity->hp_cap;
if (hp_t >= 0.9f)
entity->action.sprite_alpha = Dqn_PCG32_NextF32(&game->play.rng);
if (entity->hp >= entity->hp_cap) {
entity->faction = FP_GameEntityFaction_Friendly;
entity->action.sprite_alpha = 1.f;
entity->action.sprite_play_once = false;
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle);
}
} break;
}
} break;
case FP_EntityType_Smoochie: {
FP_EntitySmoochieState *state = DQN_CAST(FP_EntitySmoochieState *) & action->state;
switch (*state) {
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 (FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
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);
entity->attack_direction = entity->direction;
// 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->play.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->play, entity->sprite_height.meters) * 1.f);
uint32_t rng_x = Dqn_PCG32_Range(&game->play.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->play, entity->sprite_height.meters) * .25f);
uint32_t rng_y = Dqn_PCG32_Range(&game->play.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 (FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
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);
}
} break;
case FP_EntityType_Clinger: {
FP_EntityClingerState *state = DQN_CAST(FP_EntityClingerState *)&action->state;
switch (*state) {
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 (FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
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;
entity->attack_direction = entity->direction;
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) {
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_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 (FP_Game_KeyBindIsPressed(input, controls, controls->attack))
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);
}
} break;
case FP_EntityType_MerchantTerry: {
FP_EntityMerchantTerryState *state = DQN_CAST(FP_EntityMerchantTerryState *)&action->state;
switch (*state) {
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_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_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_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_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;
patron->is_drunk = true;
}
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_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_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_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);
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Plane], 1.f);
}
if (action_has_finished) {
Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
FP_GameEntityHandle plane_handle = FP_Entity_CreateAirportTerryPlane(game, world_pos, "Aiport Terry Plane");
FP_GameEntity *plane = FP_Game_GetEntity(game, plane_handle);
// NOTE: Transfer the entity to the plane
plane->building_patron = entity->building_patron;
entity->building_patron = {};
// NOTE: Add a waypoint for the plane to the mob spawn
FP_GameEntityHandle mob_spawner = {};
Dqn_V2 mob_spawner_pos = {};
{
uint32_t mob_spawner_index = Dqn_PCG32_Range(&game->play.rng, 0, DQN_CAST(uint32_t)game->play.mob_spawners.size);
mob_spawner = game->play.mob_spawners.data[mob_spawner_index];
mob_spawner_pos = FP_Game_CalcEntityWorldPos(game, mob_spawner);
plane->waypoints = FP_SentinelList_Init<FP_GameWaypoint>(game->play.chunk_pool);
FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&plane->waypoints,
FP_SentinelList_Front(&plane->waypoints),
game->play.chunk_pool);
FP_GameWaypoint *waypoint = &link->data;
waypoint->entity = mob_spawner;
waypoint->type = FP_GameWaypointType_ClosestSide;
}
// NOTE: Update the mob's waypoints to the mob spawner waypoints
FP_GameEntity *patron = FP_Game_GetEntity(game, plane->building_patron);
FP_SentinelList_Clear(&patron->waypoints, game->play.chunk_pool);
FP_AppendMobSpawnerWaypoints(game, entity->handle, plane->building_patron);
FP_Game_EntityTransitionState(game, entity, FP_EntityAirportTerryState_Idle);
}
} break;
}
} break;
case FP_EntityType_AirportTerryPlane: {
FP_EntityAirportTerryPlaneState *state = DQN_CAST(FP_EntityAirportTerryPlaneState *)&action->state;
switch (*state) {
case FP_EntityAirportTerryPlaneState_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 (!FP_Game_IsNilEntityHandle(game, entity->building_patron))
FP_Game_EntityTransitionState(game, entity, FP_EntityAirportTerryPlaneState_FlyPassenger);
} break;
case FP_EntityAirportTerryPlaneState_FlyPassenger: {
if (entity->waypoints.size == 0) {
FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron);
patron->local_pos = entity->local_pos;
patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding);
FP_Game_DeleteEntity(game, entity->handle);
return;
}
} break;
}
} break;
case FP_EntityType_Catfish: {
FP_EntityCatfishState *state = DQN_CAST(FP_EntityCatfishState *) & action->state;
switch (*state) {
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 (FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
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);
entity->attack_direction = entity->direction;
}
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) {
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
}
if (FP_Game_KeyBindIsPressed(input, controls, controls->attack))
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);
}
} break;
case FP_EntityType_ChurchTerry: {
FP_EntityChurchTerryState *state = DQN_CAST(FP_EntityChurchTerryState *)&action->state;
switch (*state) {
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 | FP_GameEntityFlag_RespondsToBuildings);
patron->faction = FP_GameEntityFaction_Friendly;
patron->converted_faction = true;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Church], 1.f);
}
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_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;
case FP_EntityType_MobSpawner: {
FP_EntityMobSpawnerState *state = DQN_CAST(FP_EntityMobSpawnerState *)&action->state;
switch (*state) {
case FP_EntityMobSpawnerState_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 (!FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityMobSpawnerState_Shutdown);
}
} break;
case FP_EntityMobSpawnerState_Shutdown: {
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);
entity->action.sprite_play_once = true;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_PortalDestroy], 1.f);
FP_Game_DeleteEntity(game, entity->carried_monkey);
}
} break;
}
} break;
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_Billboard: break;
}
switch (entity->type) {
case FP_EntityType_Nil:
case FP_EntityType_AirportTerry:
case FP_EntityType_ChurchTerry:
case FP_EntityType_ClubTerry:
case FP_EntityType_Heart:
case FP_EntityType_KennelTerry:
case FP_EntityType_Map:
case FP_EntityType_MerchantGraveyard:
case FP_EntityType_MerchantGym:
case FP_EntityType_MerchantPhoneCompany:
case FP_EntityType_MerchantTerry:
case FP_EntityType_PhoneMessageProjectile:
case FP_EntityType_Count: break;
case FP_EntityType_Terry: /*FALLTHRU*/
case FP_EntityType_Perry: /*FALLTHRU*/
case FP_EntityType_Catfish: /*FALLTHRU*/
case FP_EntityType_Clinger: /*FALLTHRU*/
case FP_EntityType_Smoochie: {
bool is_attacking = false;
bool is_range_attack = false;
if (entity->type == FP_EntityType_Catfish) {
is_attacking = entity->action.state == FP_EntityCatfishState_Attack;
} else if (entity->type == FP_EntityType_Clinger) {
is_attacking = entity->action.state == FP_EntityClingerState_Attack;
} else if (entity->type == FP_EntityType_Smoochie) {
is_attacking = entity->action.state == FP_EntitySmoochieState_Attack;
} else {
DQN_ASSERT(entity->type == FP_EntityType_Terry || entity->type == FP_EntityType_Perry);
is_range_attack = entity->action.state == FP_EntityTerryState_RangeAttack;
is_attacking = is_range_attack || entity->action.state == FP_EntityTerryState_Attack;
}
if (!is_attacking) {
entity->attack_processed = false;
entity->attack_box_size = {};
break;
}
// NOTE: Position the attack box
uint64_t duration_ms = action->sprite.anim->count * action->sprite.anim->ms_per_frame;
uint64_t midpoint_clock_ms = action->started_at_clock_ms + (duration_ms / 2);
DQN_ASSERT(duration_ms >= FP_GAME_PHYSICS_STEP);
DQN_ASSERT(action->sprite.anim);
// NOTE: Adding an attack_processed bool to make sure things only fire once
if (!entity->attack_processed && game->play.clock_ms >= midpoint_clock_ms) {
// NOTE: Position the attack box
if (is_range_attack) {
Dqn_V2 dir_vector = {};
switch (entity->attack_direction) {
case FP_GameDirection_Left: dir_vector.x = -1.f; break;
case FP_GameDirection_Right: dir_vector.x = +1.f; break;
case FP_GameDirection_Up: dir_vector.y = -1.f; break;
case FP_GameDirection_Down: dir_vector.y = +1.f; break;
case FP_GameDirection_Count: break;
}
Dqn_V2 projectile_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
Dqn_V2 projectile_acceleration = FP_Game_MetersToPixelsV2(game->play, dir_vector * 0.25f);
FP_Entity_CreatePhoneMessageProjectile(game,
entity->handle,
projectile_pos,
projectile_acceleration,
"Phone Message Projectile");
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Message], 1.f /*volume*/);
} else {
Dqn_FArray<Dqn_Rect, FP_GameDirection_Count> attack_boxes = FP_Game_CalcEntityMeleeAttackBoxes(game, entity->handle);
entity->attack_box_size = attack_boxes.data[entity->attack_direction].size;
entity->attack_box_offset = attack_boxes.data[entity->attack_direction].pos - FP_Game_CalcEntityWorldPos(game, entity->handle);
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TerryHit], 1.f);
}
entity->attack_processed = true;
} else {
entity->attack_box_size = {};
}
} break;
case FP_EntityType_AirportTerryPlane: break;
case FP_EntityType_MobSpawner:
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_Billboard: break;
}
}
static void FP_Update(TELY_OS *os, FP_Game *game, TELY_Input *input, TELY_Audio *audio)
{
Dqn_Profiler_ZoneScopeWithIndex("FP_Update", FP_ProfileZone_FPUpdate);
if (game->play.state == FP_GameState_Pause)
return;
game->play.update_counter++;
game->play.clock_ms += DQN_CAST(uint64_t)(os->input.delta_ms);
Dqn_ProfilerZone update_zone = Dqn_Profiler_BeginZoneWithIndex(DQN_STR8("FP_Update: Entity loop"), FP_ProfileZone_FPUpdate_EntityLoop);
if (game->play.state == FP_GameState_Play && game->play.perry_joined != FP_GamePerryJoins_Enters) {
DQN_MSVC_WARNING_PUSH
DQN_MSVC_WARNING_DISABLE(4127) // Conditional expression is constant 'FP_DEVELOPER_MODE'
if (FP_DEVELOPER_MODE && TELY_Input_KeyIsReleased(input->mouse_keys[TELY_InputMouseKey_Left]))
game->play.clicked_entity = game->play.prev_active_entity;
if (TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_Escape)) {
game->play.state = FP_GameState_Pause;
return;
}
if (FP_DEVELOPER_MODE && game->play.clicked_entity.id) {
if (TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_Delete))
FP_Game_DeleteEntity(game, game->play.clicked_entity);
}
DQN_MSVC_WARNING_POP
// NOTE: Handle input ==========================================================================
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
FP_GameEntity *entity = it.entity;
entity->alive_time_s += FP_GAME_PHYSICS_STEP;
if (entity->flags & FP_GameEntityFlag_OccupiedInBuilding)
continue;
// NOTE: Calc direction vector from input
FP_GameControls const *controls = &entity->controls;
Dqn_V2 dir_vector = {};
{
if (FP_Game_KeyBindIsDown(input, controls, controls->up))
dir_vector.y = -1.f;
if (FP_Game_KeyBindIsDown(input, controls, controls->left))
dir_vector.x = -1.f;
if (FP_Game_KeyBindIsDown(input, controls, controls->down))
dir_vector.y = +1.f;
if (FP_Game_KeyBindIsDown(input, controls, controls->right))
dir_vector.x = +1.f;
// NOTE: Gamepad movement input
if (controls->mode == FP_GameControlMode_Gamepad) {
TELY_InputGamepad *gamepad = input->gamepads + controls->gamepad_index;
dir_vector += gamepad->left_stick;
}
// TODO(doyle): Some bug, diagonal is still faster
if (dir_vector.x && dir_vector.y) {
dir_vector.x *= 0.7071067811865475244f;
dir_vector.y *= 0.7071067811865475244f;
}
}
// NOTE: Move entity by keyboard and gamepad ===============================================
Dqn_V2 acceleration_meters_per_s = entity->constant_acceleration_per_s;
if (entity->flags & (FP_GameEntityFlag_MoveByKeyboard | FP_GameEntityFlag_MoveByGamepad)) {
bool move_entity = true;
switch (entity->type) {
case FP_EntityType_Perry: /*FALLTHRU*/
case FP_EntityType_Terry: {
auto *state = DQN_CAST(FP_EntityTerryState *)&entity->action.state;
move_entity = *state == FP_EntityTerryState_Run || *state == FP_EntityTerryState_Idle;
if (*state == FP_EntityTerryState_DeadGhost) {
FP_GameEntityAction const *action = &entity->action;
uint64_t const elapsed_ms = game->play.clock_ms - action->started_at_clock_ms;
uint16_t const raw_anim_frame = DQN_CAST(uint16_t)(elapsed_ms / action->sprite.anim->ms_per_frame);
if (raw_anim_frame >= action->sprite.anim->count) {
move_entity = true;
}
}
} 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;
case FP_EntityType_AirportTerryPlane: break;
case FP_EntityType_MobSpawner: break;
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_Billboard: break;
}
if (move_entity) {
acceleration_meters_per_s += dir_vector * entity->base_acceleration_per_s.meters;
if (dir_vector.x)
entity->direction = entity->velocity.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left;
if (dir_vector.y)
entity->direction = entity->velocity.y > 0.f ? FP_GameDirection_Down : FP_GameDirection_Up;
}
} else {
if (entity->velocity.x)
entity->direction = entity->velocity.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left;
else if (entity->velocity.y)
entity->direction = entity->velocity.y > 0.f ? FP_GameDirection_Down : FP_GameDirection_Up;
}
// NOTE: Determine AI movement =============================================================
Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
if (entity->flags & FP_GameEntityFlag_Aggros && entity->faction != FP_GameEntityFaction_Nil) {
FP_GameFindClosestEntityResult closest_defender = {};
closest_defender.dist_squared = DQN_F32_MAX;
closest_defender.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
FP_GameEntityFaction enemy_faction =
entity->faction == FP_GameEntityFaction_Friendly
? FP_GameEntityFaction_Foe
: FP_GameEntityFaction_Friendly;
for (FP_GameEntityIterator defender_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &defender_it, game->play.root_entity); ) {
FP_GameEntity *it_entity = defender_it.entity;
Dqn_V2 pos = FP_Game_CalcEntityWorldPos(game, it_entity->handle);
Dqn_f32 dist = Dqn_V2_LengthSq_V2x2(pos, entity_pos);
if (it_entity->faction != enemy_faction)
continue;
if (dist < closest_defender.dist_squared) {
closest_defender.pos = pos;
closest_defender.dist_squared = dist;
closest_defender.entity = it_entity->handle;
}
}
Dqn_f32 aggro_dist_threshold = FP_Game_MetersToPixelsNx1(game->play, 4.f);
Dqn_f32 dist_to_defender = DQN_SQRTF(closest_defender.dist_squared);
if (dist_to_defender > (aggro_dist_threshold * 1.5f)) {
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
FP_GameEntity *maybe_terry = FP_Game_GetEntity(game, link->data.entity);
if (maybe_terry->type == FP_EntityType_Terry || maybe_terry->type == FP_EntityType_Perry) {
link = FP_SentinelList_Erase(&entity->waypoints, link, game->play.chunk_pool);
}
}
} else if (dist_to_defender < aggro_dist_threshold) {
bool has_waypoint_to_defender = false;
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
!has_waypoint_to_defender && FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
has_waypoint_to_defender = link->data.entity == closest_defender.entity;
}
if (!has_waypoint_to_defender) {
FP_GameEntity *defender = FP_Game_GetEntity(game, closest_defender.entity);
FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints,
FP_SentinelList_Front(&entity->waypoints),
game->play.chunk_pool);
FP_GameWaypoint *waypoint = &link->data;
waypoint->entity = defender->handle;
waypoint->type = FP_GameWaypointType_ClosestSide;
}
}
}
// NOTE: Make waypoint to building =====================================================
// We can queue up to ente a building if we respond to the building AND we aren't
// already queuing up in a building already.
if (entity->flags & FP_GameEntityFlag_RespondsToBuildings && FP_Game_IsNilEntityHandle(game, entity->queued_at_building)) {
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->play.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;
// NOTE: Already converted, we cannot attend church again
if (entity->converted_faction && it_entity->type == FP_EntityType_ChurchTerry)
continue;
// NOTE: Already drunk, we are not allowed to enter the nightclub again
if (entity->is_drunk && it_entity->type == FP_EntityType_ClubTerry)
continue;
// NOTE: The queue to enter the building is completely full skip
if (it_entity->building_queue.size == Dqn_FArray_Max(&it_entity->building_queue))
continue;
// NOTE: Entity is already in the building queue, skip
if (Dqn_FArray_Find<FP_GameEntityHandle>(&it_entity->building_queue, entity->handle).data)
continue;
bool already_visited_building = false;
for (FP_SentinelListLink<FP_GameEntityHandle> *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->play, 5.f))) {
bool has_waypoint_to_building = false;
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
!has_waypoint_to_building && FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
has_waypoint_to_building = link->data.entity == closest_building.entity;
}
if (!has_waypoint_to_building) {
FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->play.chunk_pool);
FP_GameWaypoint *waypoint = &link->data;
waypoint->entity = closest_building.entity;
waypoint->type = FP_GameWaypointType_Queue;
// NOTE: Add the entity to the building queue
FP_GameEntity *building = FP_Game_GetEntity(game, closest_building.entity);
Dqn_FArray_Add(&building->building_queue, entity->handle);
// NOTE: Remember the building we are queued at
entity->queued_at_building = building->handle;
}
}
}
// NOTE: Building queue ================================================================
for (Dqn_usize index = 0; index < entity->building_queue.size; index++) {
FP_GameEntityHandle queue_entity_handle = entity->building_queue.data[index];
// NOTE: Delete dead entities
if (FP_Game_IsNilEntityHandle(game, queue_entity_handle)) {
index = Dqn_FArray_EraseRange(&entity->building_queue, index, 1 /*count*/, Dqn_ArrayErase_Stable).it_index;
continue;
}
// NOTE: Delete far away entities
FP_GameEntity *queue_entity = FP_Game_GetEntity(game, queue_entity_handle);
Dqn_V2 queue_entity_p = FP_Game_CalcEntityWorldPos(game, queue_entity_handle);
Dqn_V2 building_p = FP_Game_CalcEntityWorldPos(game, entity->handle);
Dqn_f32 dist_sq = Dqn_V2_LengthSq_V2x2(queue_entity_p, building_p);
Dqn_f32 threshold_sq = DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 10.f));
if (dist_sq >= threshold_sq || queue_entity->converted_faction) {
// NOTE: Remove the entity from the building
queue_entity->queued_at_building = {};
// NOTE: Remove it from the queue
index = Dqn_FArray_EraseRange(&entity->building_queue, index, 1 /*count*/, Dqn_ArrayErase_Stable).it_index;
// NOTE: Make sure the entity doesnt' try and revisit
FP_SentinelList_Add(&queue_entity->buildings_visited, game->play.chunk_pool, entity->handle);
// NOTE: Remove the waypoint from the entity
if (queue_entity->waypoints.size) {
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
FP_SentinelList_Iterate<FP_GameWaypoint>(&queue_entity->waypoints, &link); ) {
if (link->data.entity == entity->handle) {
FP_SentinelList_Erase(&queue_entity->waypoints, link, game->play.chunk_pool);
}
}
}
}
}
// NOTE: Handle waypoints ==============================================================
while (entity->waypoints.size) {
FP_SentinelListLink<FP_GameWaypoint> *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->play.chunk_pool);
continue;
}
// NOTE: We found a waypoint that is valid to move towards
Dqn_V2 target_pos = FP_Game_CalcWaypointWorldPos(game, entity->handle, 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);
// NOTE: Calculate the approaching direction
FP_GameDirection approach_dir = FP_GameDirection_Up;
{
Dqn_V2 dir_vectors[FP_GameDirection_Count] = {};
dir_vectors[FP_GameDirection_Up] = Dqn_V2_InitNx2(+0, -1);
dir_vectors[FP_GameDirection_Down] = Dqn_V2_InitNx2(+0, +1);
dir_vectors[FP_GameDirection_Left] = Dqn_V2_InitNx2(-1, +0);
dir_vectors[FP_GameDirection_Right] = Dqn_V2_InitNx2(+1, +0);
Dqn_V2 target_entity_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
Dqn_V2 entity_to_target = target_entity_pos - entity_pos;
Dqn_V2 entity_to_target_norm = Dqn_V2_Normalise(entity_to_target);
Dqn_f32 approach_dir_scalar_projection_onto_entity_to_waypoint_vector = -1.1f;
DQN_FOR_UINDEX (dir_index, FP_GameDirection_Count) {
Dqn_V2 attack_dir = dir_vectors[dir_index];
Dqn_f32 scalar_projection = Dqn_V2_Dot(attack_dir, entity_to_target_norm);
if (scalar_projection > approach_dir_scalar_projection_onto_entity_to_waypoint_vector) {
approach_dir = DQN_CAST(FP_GameDirection)dir_index;
approach_dir_scalar_projection_onto_entity_to_waypoint_vector = scalar_projection;
}
}
}
Dqn_f32 arrival_threshold = {};
switch (waypoint->arrive) {
case FP_GameWaypointArrive_Default: {
if (approach_dir == FP_GameDirection_Up || approach_dir == FP_GameDirection_Down)
arrival_threshold = 10.f;
else
arrival_threshold = 10.f;
} 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);
if (entity->type == FP_EntityType_Smoochie) {
if (waypoint_entity->type == FP_EntityType_Terry || waypoint_entity->type == FP_EntityType_Perry) {
if (dist_to_waypoint_sq < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 2.f)) &&
!entity->smoochie_has_teleported) {
if (entity->smoochie_teleport_timestamp == 0) {
entity->smoochie_teleport_timestamp = game->play.clock_ms + DQN_CAST(Dqn_usize)(Dqn_PCG32_NextF32(&game->play.rng) * 5000);
}
if (game->play.clock_ms < entity->smoochie_teleport_timestamp) {
Dqn_usize time_to_teleport_ms = entity->smoochie_teleport_timestamp - game->play.clock_ms;
if (time_to_teleport_ms < 2000)
entity->action.sprite_alpha = Dqn_PCG32_NextF32(&game->play.rng);
} else if (game->play.clock_ms >= entity->smoochie_teleport_timestamp) {
Dqn_Rect waypoint_rect = FP_Game_CalcEntityWorldHitBox(game, waypoint_entity->handle);
entity->smoochie_has_teleported = true;
entity->action.sprite_alpha = 1.f;
Dqn_FArray<Dqn_V2, FP_GameDirection_Count> teleport_pos = {};
if (waypoint_entity->direction != FP_GameDirection_Up) {
Dqn_FArray_Add(&teleport_pos, Dqn_Rect_InterpolatedPoint(waypoint_rect, Dqn_V2_InitNx2(0.5f, -1.2f)));
}
if (waypoint_entity->direction != FP_GameDirection_Down) {
Dqn_FArray_Add(&teleport_pos, Dqn_Rect_InterpolatedPoint(waypoint_rect, Dqn_V2_InitNx2(0.5f, +1.2f)));
}
if (waypoint_entity->direction != FP_GameDirection_Left) {
Dqn_FArray_Add(&teleport_pos, Dqn_Rect_InterpolatedPoint(waypoint_rect, Dqn_V2_InitNx2(-1.2f, +0.5f)));
}
if (waypoint_entity->direction != FP_GameDirection_Right) {
Dqn_FArray_Add(&teleport_pos, Dqn_Rect_InterpolatedPoint(waypoint_rect, Dqn_V2_InitNx2(+1.2f, +0.5f)));
}
uint32_t teleport_index = Dqn_PCG32_Range(&game->play.rng, 0, DQN_CAST(uint32_t)teleport_pos.size);
entity->local_pos = teleport_pos.data[teleport_index];
}
}
}
} else if (entity->type == FP_EntityType_Clinger) {
if (game->play.clock_ms >= entity->clinger_next_dash_timestamp && dist_to_waypoint_sq > (DQN_SQUARED(arrival_threshold * 4.f))) {
entity->clinger_next_dash_timestamp = game->play.clock_ms + 2000;
acceleration_meters_per_s = entity_to_waypoint_norm * entity->base_acceleration_per_s.meters * 45.f;
}
}
break;
}
// NOTE: We have arrived at the waypoint
bool aggro = false;
if (entity->flags & FP_GameEntityFlag_Aggros) {
aggro |= entity->faction == FP_GameEntityFaction_Friendly && waypoint_entity->faction & FP_GameEntityFaction_Foe;
aggro |= entity->faction == FP_GameEntityFaction_Foe && waypoint_entity->faction & FP_GameEntityFaction_Friendly;
}
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);
if (aggro || building_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;
can_attack = false;
DQN_ASSERTF(
waypoint->type == FP_GameWaypointType_Queue,
"There's nothing stopping us from supporting other "
"waypoint types to buildings, but, for this game "
"we only ever make mobs queue at the building");
DQN_ASSERTF(
building->building_queue.size,
"An entity should only be forming a waypoint to "
"the building if there was space in the queue and "
"they were added the the queue");
if (FP_Game_IsNilEntityHandle(game, building->building_patron)) {
if (waypoint_entity->building_queue.data[0] == entity->handle) {
// NOTE: This entity is front-in-line in the queue to enter the building, we can enter!
building->building_patron = entity->handle;
entity->queued_at_building = {};
// NOTE: Remove them from the queue
Dqn_FArray_EraseRange(&waypoint_entity->building_queue, 0 /*index*/, 1 /*count*/, Dqn_ArrayErase_Stable);
Dqn_Rect building_hit_box = FP_Game_CalcEntityWorldHitBox(game, building->handle);
Dqn_V2 exit_pos = Dqn_Rect_InterpolatedPoint(building_hit_box, Dqn_V2_InitNx2(0.5f, 1.1f));
if (building->type == FP_EntityType_ClubTerry) {
FP_Game_EntityTransitionState(game, building, FP_EntityClubTerryState_PartyTime);
entity->local_pos = exit_pos; // TODO(doyle): Only works when parent world pos is 0,0
} 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;
FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->play.chunk_pool);
// NOTE: Add the building to the entity's visit list to prevent them from re-entering
FP_SentinelList_Add(&entity->buildings_visited, game->play.chunk_pool, building->handle);
}
}
}
if (can_attack) {
switch (entity->type) {
case FP_EntityType_Perry: /*FALLTHRU*/
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 || entity->type == FP_EntityType_Perry) {
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 = approach_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;
case FP_EntityType_AirportTerryPlane:
case FP_EntityType_MobSpawner:
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_Billboard: break;
}
}
// NOTE: Aggro makes the entity attack, we will exit here preserving the waypoint in the entity.
break;
} else {
FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->play.chunk_pool);
}
}
// NOTE: Move entity by mouse ==============================================================
if (game->play.active_entity == entity->handle && entity->flags & FP_GameEntityFlag_MoveByMouse) {
Dqn_V2 mouse_p_delta = input->mouse_p_delta * (Dqn_V2_One / game->play.camera.scale);
entity->velocity = {};
acceleration_meters_per_s = {};
entity->local_pos += mouse_p_delta;
}
if (entity->flags & FP_GameEntityFlag_CameraTracking) {
if (!Dqn_FArray_Find(&game->play.camera_tracking_entity, entity->handle).data)
Dqn_FArray_Add(&game->play.camera_tracking_entity, entity->handle);
}
// NOTE: Building logic ================================================================
for (FP_GameEntityHandle player : game->play.players) {
if (player != entity->handle)
continue;
// NOTE: Toggle menu ===============================================================
if (entity->in_game_menu == FP_GameInGameMenu_Nil || entity->in_game_menu == FP_GameInGameMenu_Build) {
if (FP_Game_KeyBindIsPressed(input, controls, controls->build_mode))
entity->in_game_menu = DQN_CAST(FP_GameInGameMenu)(DQN_CAST(uint32_t)entity->in_game_menu ^ FP_GameInGameMenu_Build);
}
// NOTE: Building selector =========================================================
Dqn_usize const last_building_index = DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1;
if (FP_Game_KeyBindIsPressed(input, controls, controls->move_building_ui_cursor_left)) {
if (entity->build_mode_building_index <= 0) {
entity->build_mode_building_index = last_building_index;
} else {
entity->build_mode_building_index -= 1;
}
}
if (FP_Game_KeyBindIsPressed(input, controls, controls->move_building_ui_cursor_right)) {
if (entity->build_mode_building_index >= last_building_index) {
entity->build_mode_building_index = 0;
} else {
entity->build_mode_building_index += 1;
}
}
// NOTE: Builder blueprint =========================================================
FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[entity->build_mode_building_index];
entity->build_mode_can_place_building = false;
uint8_t *inventory_count = nullptr;
if (placeable_building.type == FP_EntityType_ChurchTerry)
inventory_count = &entity->inventory.churchs;
else if (placeable_building.type == FP_EntityType_KennelTerry)
inventory_count = &entity->inventory.kennels;
else if (placeable_building.type == FP_EntityType_ClubTerry)
inventory_count = &entity->inventory.clubs;
else if (placeable_building.type == FP_EntityType_AirportTerry)
inventory_count = &entity->inventory.airports;
bool have_building_inventory = inventory_count && (*inventory_count) > 0;
if (have_building_inventory && entity->in_game_menu == FP_GameInGameMenu_Build) {
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->play.root_entity);
) {
FP_GameEntity *zone = zone_it.entity;
bool cant_overlap_build = zone->type == FP_EntityType_KennelTerry ||
zone->type == FP_EntityType_AirportTerry ||
zone->type == FP_EntityType_ChurchTerry ||
zone->type == FP_EntityType_ClubTerry;
// NOTE: We also can't overlap with the player incase of 2 players
if (game->play.players.size > 1) {
if (!cant_overlap_build) {
cant_overlap_build = Dqn_FArray_Find(&game->play.players, zone_it.entity->handle).data;
}
}
Dqn_Rect zone_hit_box = FP_Game_CalcEntityWorldHitBox(game, zone->handle);
if (cant_overlap_build) {
if (Dqn_Rect_Intersects(zone_hit_box, dest_rect)) {
entity->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);
entity->build_mode_can_place_building |= Dqn_Rect_ContainsPoint(zone_hit_box, placement_pos);
}
if (entity->build_mode_can_place_building && FP_Game_KeyBindIsPressed(input, controls, controls->attack)) {
if (placeable_building.type == FP_EntityType_ClubTerry) {
FP_Entity_CreateClubTerry(game, placement_pos, "Club Terry");
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Club], 1.f);
} else if (placeable_building.type == FP_EntityType_ChurchTerry) {
FP_Entity_CreateChurchTerry(game, placement_pos, "Church Terry");
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Church], 1.f);
} else if (placeable_building.type == FP_EntityType_AirportTerry) {
FP_Entity_CreateAirportTerry(game, placement_pos, "Airport Terry");
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Plane], 1.f);
} else {
DQN_ASSERT(placeable_building.type == FP_EntityType_KennelTerry);
FP_Entity_CreateKennelTerry(game, placement_pos, "Kennel Terry");
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Dog], 1.f);
}
(*inventory_count)--;
}
}
}
if (!FP_Game_IsNilEntityHandle(game, entity->carried_monkey) && entity->type != FP_EntityType_MobSpawner) {
FP_GameFindClosestEntityResult closest_portal = FP_Game_FindClosestEntityWithType(game, entity->carried_monkey, game->play.mob_spawners.data, game->play.mob_spawners.size);
if (closest_portal.dist_squared < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 1.f))) {
FP_GameEntity *portal = FP_Game_GetEntity(game, closest_portal.entity);
portal->carried_monkey = entity->carried_monkey;
entity->carried_monkey = {};
}
acceleration_meters_per_s *= 0.5f; // TODO(doyle): Penalise the player
} else {
acceleration_meters_per_s *= 1.f; // TODO(doyle): Penalise the player
}
if (!FP_Game_KeyBindIsDown(input, controls, controls->strafe)) {
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;
}
// NOTE: Tick the state machine
// NOTE: This can delete the entity! Take caution
FP_GameEntityHandle entity_handle = entity->handle;
FP_EntityActionStateMachine(game, &os->audio, input, entity, &acceleration_meters_per_s);
// NOTE: Limit the entity to within bounds of the camera only in multiplayer ===========
bool entity_is_oob_with_camera = false;
Dqn_V2 entity_oob_move = {};
if (game->play.players.size > 1) {
FP_GameCamera *camera = &game->play.camera;
for (FP_GameEntityHandle player : game->play.players) {
if (entity->handle != player)
continue;
Dqn_Rect const camera_view_rect = Dqn_Rect_InitV2x2((camera->size * -.5f) + (camera->world_pos / camera->scale), camera->size);
Dqn_Rect const entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity_handle);
Dqn_Rect const playable_bounds = Dqn_Rect_ExpandV2(camera_view_rect, -entity_hit_box.size);
Dqn_V2 new_entity_pos = entity_pos;
new_entity_pos.x = DQN_MAX(new_entity_pos.x, playable_bounds.pos.x);
new_entity_pos.y = DQN_MAX(new_entity_pos.y, playable_bounds.pos.y);
new_entity_pos.x = DQN_MIN(new_entity_pos.x, playable_bounds.pos.x + playable_bounds.size.x);
new_entity_pos.y = DQN_MIN(new_entity_pos.y, playable_bounds.pos.y + playable_bounds.size.y);
if (new_entity_pos != entity_pos) {
entity_is_oob_with_camera = true;
Dqn_V2 delta_pos = new_entity_pos - entity_pos;
entity_oob_move = delta_pos;
}
}
}
if (entity_is_oob_with_camera) {
if (FP_Game_CanEntityMoveToPosition(game, entity_handle, entity_oob_move).yes)
entity->local_pos += entity_oob_move;
} else {
// NOTE: Core equations of motion ==================================================
FP_Game_MoveEntity(game, entity_handle, acceleration_meters_per_s);
}
}
// NOTE: Typically, the game starts the cooldown for the next wave after
// all enemies are spawned which makes the game fast paced. However, to
// give the player a break to reorganise, every 3 waves- we don't start
// the wave countdown until all enemies are killed.
bool all_enemies_spawned = game->play.enemies_spawned_this_wave >= game->play.enemies_per_wave;
bool advance_to_next_wave = false;
bool current_wave_is_break_for_player = game->play.current_wave % 1 == 0;
bool monkey_spawn = game->play.current_wave % 3 == 0;
if (current_wave_is_break_for_player) {
Dqn_usize enemy_count = 0;
for (FP_GameEntityHandle spawner_handle : game->play.mob_spawners) {
FP_GameEntity *spawner = FP_Game_GetEntity(game, spawner_handle);
// NOTE: Count all the mobs spawned that are a foe
// (e.g. churches that convert mobs don't count).
for (FP_SentinelListLink<FP_GameEntityHandle> *link = nullptr; FP_SentinelList_Iterate<FP_GameEntityHandle>(&spawner->spawn_list, &link); ) {
FP_GameEntity *mob = FP_Game_GetEntity(game, link->data);
if (mob->faction == FP_GameEntityFaction_Foe)
enemy_count++;
}
}
bool all_enemies_killed = enemy_count == 0;
advance_to_next_wave = all_enemies_spawned && all_enemies_killed;
} else {
advance_to_next_wave = all_enemies_spawned;
}
if (advance_to_next_wave) {
// NOTE: If the cooldown timestamp is 0, the wave is complete and we
// haven't given the player cooldown yet, so we assign a timestamp for that
if (game->play.wave_cooldown_timestamp_ms == 0) {
game->play.wave_cooldown_timestamp_ms = game->play.clock_ms + FP_COOLDOWN_WAVE_TIME_MS;
TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
game->bg_music2 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music2], 1.f);
TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
} else {
// NOTE: Check if cooldown has elapsed, the next wave can start if so
if (game->play.clock_ms > game->play.wave_cooldown_timestamp_ms) {
game->play.enemies_per_wave = DQN_MAX(5 * DQN_CAST(uint32_t)game->play.mob_spawners.size, DQN_CAST(uint32_t)(game->play.enemies_per_wave * 1.5));
game->play.enemies_spawned_this_wave = 0; // Important! Reset the spawn count
game->play.wave_cooldown_timestamp_ms = 0; // Important! We reset the timestamp for the next wave
TELY_Audio_Fade(audio, game->bg_music2, TELY_AudioEffectFade_Out, 2000 /*fade_duration_ms*/);
game->bg_music1 = TELY_Audio_Play(audio, game->audio[FP_GameAudio_Music1], 1.f);
TELY_Audio_Fade(audio, game->bg_music1, TELY_AudioEffectFade_In, 2000 /*fade_duration_ms*/);
if (monkey_spawn && game->play.current_wave != 0) {
// NOTE: We spawn a monkey at these wave intervals;
if (game->play.monkey_spawn_count < 3) {
DQN_ASSERT(game->play.monkey_spawn_count < DQN_ARRAY_UCOUNT(game->play.monkey_spawn_shuffled_list));
uint8_t spawn_pos_index = game->play.monkey_spawn_shuffled_list[game->play.monkey_spawn_count++];
DQN_ASSERT(spawn_pos_index < DQN_ARRAY_UCOUNT(FP_MONKEY_SPAWN_LOCATIONS));
Dqn_V2 spawn_pos = FP_MONKEY_SPAWN_LOCATIONS[spawn_pos_index];
FP_GameEntityHandle portal_monkey = FP_Entity_CreatePortalMonkey(game, spawn_pos, "Portal Monkey");
Dqn_FArray_Add(&game->play.portal_monkeys, portal_monkey);
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Monkey], 1.f);
}
}
game->play.current_wave++;
//TELY_Audio_Stop(audio, game->audio[FP_GameAudio_Music2]);
}
}
}
}
// NOTE: Update entity =========================================================================
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
FP_GameEntity *entity = it.entity;
if (entity->flags & FP_GameEntityFlag_TTL) {
if (game->play.clock_ms >= entity->ttl_end_timestamp) {
FP_Game_DeleteEntity(game, entity->handle);
continue;
}
}
// NOTE: Recover mobile data
entity->terry_mobile_data_plan =
DQN_MIN(entity->terry_mobile_data_plan + DQN_CAST(Dqn_usize)(FP_TERRY_MOBILE_DATA_PER_RANGE_ATTACK * .25f * FP_GAME_PHYSICS_STEP),
entity->terry_mobile_data_plan_cap);
// NOTE: Recover hp & stamina
if (game->play.update_counter % 4 == 0) {
entity->stamina = DQN_MIN(entity->stamina + 1, entity->stamina_cap);
}
if (entity->flags & FP_GameEntityFlag_RecoversHP) {
if (game->play.update_counter % entity->hp_recover_every_n_ticks == 0) {
entity->hp = DQN_MIN(entity->hp + 1, entity->hp_cap);
}
}
entity->trauma01 = DQN_MAX(0.f, entity->trauma01 - 0.05f);
Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
if (entity->is_drunk) {
if (game->play.clock_ms > entity->drunk_particles_end_ms) {
Dqn_usize duration_ms = 2000;
FP_ParticleDescriptor particle_desc = FP_DefaultFloatUpParticleDescriptor(g_anim_names.particle_drunk, duration_ms);
particle_desc.velocity_variance.x *= 2.f;
particle_desc.pos = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.5f, -0.1f));
particle_desc.colour_begin.a = .8f;
entity->drunk_particles_end_ms = game->play.clock_ms + duration_ms;
FP_EmitParticle(game, particle_desc, 3);
}
}
// 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->type == FP_EntityType_MobSpawner && !game->play.debug_disable_mobs && game->play.state != FP_GameState_Tutorial) {
// NOTE: Flush any spawn entities that are dead
for (FP_SentinelListLink<FP_GameEntityHandle> *link = nullptr; FP_SentinelList_Iterate<FP_GameEntityHandle>(&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->play.chunk_pool);
}
if (entity->action.state != FP_EntityMobSpawnerState_Shutdown &&
game->play.enemies_spawned_this_wave < game->play.enemies_per_wave && entity->spawn_list.size < entity->spawn_cap) { // NOTE: Spawn new entities
if (game->play.clock_ms >= entity->next_spawn_timestamp_s) {
Dqn_usize spawn_count = DQN_MIN(game->play.current_wave + 1, 8);
for (Dqn_usize spawn_index = 0; spawn_index < spawn_count; spawn_index++) {
uint16_t hp_adjustment = DQN_CAST(uint16_t)game->play.current_wave;
entity->next_spawn_timestamp_s = DQN_CAST(uint64_t)(game->play.clock_ms + 2.5f);
FP_SentinelListLink<FP_GameEntityHandle> *link = FP_SentinelList_Make(&entity->spawn_list, game->play.chunk_pool);
Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
Dqn_Rect entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
Dqn_f32 step_y = (entity_hit_box.size.h / spawn_count) * 1.5f;
Dqn_f32 mob_y_offset = (Dqn_PCG32_NextF32(&game->play.rng) * step_y) + (step_y * spawn_index);
if (Dqn_PCG32_NextF32(&game->play.rng) >= .5f)
mob_y_offset *= -1;
Dqn_V2 mob_world_pos = Dqn_V2_InitNx2(entity_world_pos.x, entity_world_pos.y + mob_y_offset);
Dqn_f32 mob_choice = Dqn_PCG32_NextF32(&game->play.rng);
if (mob_choice <= 0.33f)
link->data = FP_Entity_CreateClinger(game, mob_world_pos, "Clinger");
else if (mob_choice <= 0.66f)
link->data = FP_Entity_CreateSmoochie(game, mob_world_pos, "Smoochie");
else
link->data = FP_Entity_CreateCatfish(game, mob_world_pos, "Catfish");
// NOTE: Setup the mob with waypoints
FP_GameEntity *mob = FP_Game_GetEntity(game, link->data);
mob->waypoints = FP_SentinelList_Init<FP_GameWaypoint>(game->play.chunk_pool);
mob->flags |= FP_GameEntityFlag_Aggros;
mob->flags |= FP_GameEntityFlag_RespondsToBuildings;
mob->hp_cap *= hp_adjustment*2;
mob->hp = mob->hp_cap;
FP_AppendMobSpawnerWaypoints(game, entity->handle, mob->handle);
game->play.enemies_spawned_this_wave++;
}
}
}
}
// 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);
FP_GameEntityFaction enemy_faction =
entity->faction == FP_GameEntityFaction_Friendly
? FP_GameEntityFaction_Foe
: FP_GameEntityFaction_Friendly;
for (FP_GameEntityIterator defender_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &defender_it, game->play.root_entity); ) {
FP_GameEntity *defender = defender_it.entity;
if (defender->handle == attacker->handle)
continue;
if ((defender->flags & FP_GameEntityFlag_Attackable) == 0)
continue;
// NOTE: Projectiles can't hurt the owner that spawned it
if (attacker->projectile_owner == defender->handle)
continue;
if (defender->faction != enemy_faction)
continue;
Dqn_Rect defender_box = FP_Game_CalcEntityWorldHitBox(game, defender->handle);
if (!Dqn_Rect_Intersects(attacker_box, defender_box))
continue;
// NOTE: Emit hit particles ========================================================
FP_ParticleDescriptor particle_desc = {};
Dqn_usize particle_selector = Dqn_PCG32_Range(&game->play.rng, 0, 3);
if (particle_selector == 0) {
particle_desc.anim_name = g_anim_names.particle_hit_1;
} else if (particle_selector == 1) {
particle_desc.anim_name = g_anim_names.particle_hit_2;
} else {
particle_desc.anim_name = g_anim_names.particle_hit_3;
DQN_ASSERT(particle_selector == 2);
}
particle_desc.pos = Dqn_Rect_InterpolatedPoint(defender_box, Dqn_V2_InitNx2(0.5f, 0.0f));
particle_desc.velocity.y = -16.f;
particle_desc.velocity_variance.y = (particle_desc.velocity.y * .5f);
particle_desc.velocity_variance.x = DQN_ABS(particle_desc.velocity.y);
particle_desc.colour_begin = TELY_COLOUR_WHITE_V4;
particle_desc.colour_end = TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.f);
particle_desc.duration_ms = 1000;
FP_EmitParticle(game, particle_desc, Dqn_PCG32_Range(&game->play.rng, 1, 3));
// NOTE: God mode override =========================================================
if (game->play.heart == defender->handle) {
if (game->play.god_mode)
continue;
}
bool god_mode_override = false;
bool attacker_is_player = false;
if (game->play.god_mode) {
for (FP_GameEntityHandle player : game->play.players) {
god_mode_override |= player == defender->handle;
attacker_is_player |= player == attacker->handle;
}
}
if (god_mode_override)
continue;
// NOTE: Do hit logic ==============================================================
defender->hp = defender->hp >= attacker->base_attack ? defender->hp - attacker->base_attack : 0;
defender->hit_on_clock_ms = game->play.clock_ms;
defender->trauma01 = 1.f - (defender->hp / DQN_CAST(Dqn_f32)defender->hp_cap);
if (defender->hp <= 0) {
if (!defender->is_dying) {
FP_GameEntity *coin_receiver = FP_Game_GetEntity(game, attacker->projectile_owner);
if (FP_Game_IsNilEntity(coin_receiver))
coin_receiver = attacker;
coin_receiver->coins += 2;
}
defender->is_dying = true;
}
// NOTE: Interrupt hit entity =====================================================
if (attacker_is_player) {
switch (defender->type) {
case FP_EntityType_Catfish: {
FP_Game_EntityTransitionState(game, defender, FP_EntityCatfishState_Idle);
defender->last_attack_timestamp = game->play.clock_ms;
} break;
case FP_EntityType_Terry: {
FP_Game_EntityTransitionState(game, defender, FP_EntityTerryState_Idle);
defender->last_attack_timestamp = game->play.clock_ms;
} break;
case FP_EntityType_Perry: {
FP_Game_EntityTransitionState(game, defender, FP_EntityTerryState_Idle);
defender->last_attack_timestamp = game->play.clock_ms;
} break;
case FP_EntityType_Clinger: {
FP_Game_EntityTransitionState(game, defender, FP_EntityClingerState_Idle);
defender->last_attack_timestamp = game->play.clock_ms;
} break;
case FP_EntityType_Smoochie: {
FP_Game_EntityTransitionState(game, defender, FP_EntitySmoochieState_Idle);
defender->last_attack_timestamp = game->play.clock_ms;
} break;
case FP_EntityType_Nil: break;
case FP_EntityType_AirportTerry: break;
case FP_EntityType_AirportTerryPlane: break;
case FP_EntityType_ChurchTerry: break;
case FP_EntityType_ClubTerry: break;
case FP_EntityType_Heart: break;
case FP_EntityType_KennelTerry: break;
case FP_EntityType_Map: break;
case FP_EntityType_MerchantGraveyard: break;
case FP_EntityType_MerchantGym: break;
case FP_EntityType_MerchantPhoneCompany: break;
case FP_EntityType_MerchantTerry: break;
case FP_EntityType_MobSpawner: break;
case FP_EntityType_PortalMonkey: break;
case FP_EntityType_PhoneMessageProjectile: break;
case FP_EntityType_Billboard: break;
case FP_EntityType_Count: break;
}
}
// 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
}
}
}
bool all_portals_shutdown = true;
for (FP_GameEntityHandle portal_handle : game->play.mob_spawners) {
FP_GameEntity *portal = FP_Game_GetEntity(game, portal_handle);
all_portals_shutdown &= portal->action.state == FP_EntityMobSpawnerState_Shutdown;
}
if (all_portals_shutdown) {
game->play.state = FP_GameState_WinGame;
}
// NOTE: Game over check =======================================================================
{
FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
if (heart->hp <= 0)
game->play.state = FP_GameState_LoseGame;
}
game->play.global_camera_trauma01 = DQN_MAX(0.f, game->play.global_camera_trauma01 - 0.05f);
// NOTE: Update all particles ==================================================================
for (FP_Particle &particle_ : game->play.particles) {
FP_Particle *particle = &particle_;
if (game->play.clock_ms >= particle->end_ms)
particle->alive = false;
if (!particle->alive)
continue;
particle->pos += particle->velocity * DQN_CAST(Dqn_f32)input->delta_s;
}
// NOTE: Camera ================================================================================
FP_GamePlay *play = &game->play;
FP_GameCamera *camera = &play->camera;
if (game->play.state == FP_GameState_Tutorial) {
Dqn_f32 arrival_dist = Dqn_V2_LengthSq(camera->world_pos_target - camera->world_pos);
bool camera_arrived = arrival_dist < DQN_SQUARED(5.f);
switch (game->play.tutorial_state) {
case FP_GameStateTutorial_ShowPlayer: {
camera->world_pos_target = FP_Game_CalcEntityWorldPos(game, game->play.players.data[0]) * game->play.camera.scale;
if (camera_arrived) {
game->play.tutorial_state = DQN_CAST(FP_GameStateTutorial)(DQN_CAST(uint32_t)game->play.tutorial_state + 1);
game->play.tutorial_wait_end_time_ms = game->play.clock_ms + 3000;
}
} break;
case FP_GameStateTutorial_ShowPortalOneWait: /*FALLTHRU*/
case FP_GameStateTutorial_ShowPortalTwoWait: /*FALLTHRU*/
case FP_GameStateTutorial_ShowPortalThreeWait: /*FALLTHRU*/
case FP_GameStateTutorial_ShowBillboardBuildWait: /*FALLTHRU*/
case FP_GameStateTutorial_ShowPlayerWait: {
if (game->play.clock_ms > game->play.tutorial_wait_end_time_ms) {
game->play.tutorial_state = DQN_CAST(FP_GameStateTutorial)(DQN_CAST(uint32_t)game->play.tutorial_state + 1);
}
} break;
case FP_GameStateTutorial_ShowPortalOne: /*FALLTHRU*/
case FP_GameStateTutorial_ShowPortalTwo: /*FALLTHRU*/
case FP_GameStateTutorial_ShowPortalThree: {
if (game->play.tutorial_state == FP_GameStateTutorial_ShowPortalOne) {
camera->world_pos_target = FP_Game_CalcEntityWorldPos(game, game->play.mob_spawners.data[0]) * game->play.camera.scale;
} else if (game->play.tutorial_state == FP_GameStateTutorial_ShowPortalTwo) {
camera->world_pos_target = FP_Game_CalcEntityWorldPos(game, game->play.mob_spawners.data[1]) * game->play.camera.scale;
} else {
DQN_ASSERT(game->play.tutorial_state == FP_GameStateTutorial_ShowPortalThree);
camera->world_pos_target = FP_Game_CalcEntityWorldPos(game, game->play.mob_spawners.data[2]) * game->play.camera.scale;
}
if (camera_arrived) {
game->play.tutorial_state = DQN_CAST(FP_GameStateTutorial)(DQN_CAST(uint32_t)game->play.tutorial_state + 1);
game->play.tutorial_wait_end_time_ms = game->play.clock_ms + 2000;
}
} break;
case FP_GameStateTutorial_ShowBillboardBuild: {
camera->world_pos_target = FP_Game_CalcEntityWorldPos(game, game->play.billboard_build) * game->play.camera.scale;
if (camera_arrived) {
game->play.tutorial_state = DQN_CAST(FP_GameStateTutorial)(DQN_CAST(uint32_t)game->play.tutorial_state + 1);
game->play.tutorial_wait_end_time_ms = game->play.clock_ms + 4000;
}
} break;
case FP_GameStateTutorial_Count: {
game->play.state = FP_GameState_Play;
} break;
}
} else {
camera->world_pos_target = {};
for (FP_GameEntityHandle camera_entity : game->play.camera_tracking_entity) {
Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, camera_entity) * game->play.camera.scale;
camera->world_pos_target += entity_pos;
}
if (game->play.camera_tracking_entity.size)
camera->world_pos_target /= DQN_CAST(Dqn_f32)game->play.camera_tracking_entity.size;
}
// NOTE: Clamp camera to map bounds ============================================================
{
Dqn_V2 window_size = Dqn_V2_InitV2I(os->core.window_size);
camera->scale = window_size / camera->size;
Dqn_V2 camera_size_screen = camera->size * camera->scale;
Dqn_V2 map_world_size = play->map->local_hit_box_size;
Dqn_V2 map_screen_size = map_world_size * camera->scale;
Dqn_V2 half_map_screen_size = map_screen_size * .5f;
camera->world_pos_target.x = DQN_MIN(camera->world_pos_target.x, half_map_screen_size.w - (camera_size_screen.w * .5f));
camera->world_pos_target.x = DQN_MAX(camera->world_pos_target.x, -half_map_screen_size.w + (camera_size_screen.w * .5f));
camera->world_pos_target.y = DQN_MAX(camera->world_pos_target.y, -half_map_screen_size.h + (camera_size_screen.h * .5f));
camera->world_pos_target.y = DQN_MIN(camera->world_pos_target.y, half_map_screen_size.h - (camera_size_screen.h * .5f));
}
camera->world_pos += (camera->world_pos_target - camera->world_pos) * DQN_MIN(1.f, (5.f * DQN_CAST(Dqn_f32)input->delta_s));
Dqn_Profiler_EndZone(update_zone);
}
static Dqn_Str8 FP_ScanKeyToLabel(Dqn_Arena *arena, TELY_InputScanKey scan_key)
{
Dqn_Str8 result = {};
Dqn_Allocator allocator = Dqn_Arena_Allocator(arena);
if (scan_key >= TELY_InputScanKey_A && scan_key <= TELY_InputScanKey_Z) {
char scan_key_ch = DQN_CAST(char)('A' + (scan_key - TELY_InputScanKey_A));
result = Dqn_Str8_InitF(allocator, "[%c]", scan_key_ch);
} else {
if (scan_key == TELY_InputScanKey_Up) {
result = Dqn_Str8_InitF(allocator, "[Up]");
} else if (scan_key == TELY_InputScanKey_Down) {
result = Dqn_Str8_InitF(allocator, "[Down]");
} else if (scan_key == TELY_InputScanKey_Left) {
result = Dqn_Str8_InitF(allocator, "[Left]");
} else if (scan_key == TELY_InputScanKey_Right) {
result = Dqn_Str8_InitF(allocator, "[Right]");
} else if (scan_key == TELY_InputScanKey_Semicolon) {
result = Dqn_Str8_InitF(allocator, "[;]");
} else if (scan_key == TELY_InputScanKey_Apostrophe) {
result = Dqn_Str8_InitF(allocator, "[']");
} else if (scan_key == TELY_InputScanKey_Backslash) {
result = Dqn_Str8_InitF(allocator, "[/]");
}
}
return result;
}
static void FP_DrawBillboardKeyBindHint(TELY_Renderer *renderer,
TELY_Assets *assets,
FP_Game *game,
Dqn_usize player_index,
FP_GameControlMode mode,
FP_GameKeyBind key_bind,
Dqn_V2 draw_p,
bool draw_player_prefix)
{
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
Dqn_Str8 player_prefix = {};
if (draw_player_prefix)
player_prefix = Dqn_Str8_InitF(scratch.allocator, "P%zu ", player_index);
if (mode == FP_GameControlMode_Gamepad) {
Dqn_Str8 tex_name = {};
if (key_bind.gamepad_key == TELY_InputGamepadKey_A)
tex_name = g_anim_names.merchant_button_a;
else if (key_bind.gamepad_key == TELY_InputGamepadKey_B)
tex_name = g_anim_names.merchant_button_b;
else if (key_bind.gamepad_key == TELY_InputGamepadKey_X)
tex_name = g_anim_names.merchant_button_x;
else if (key_bind.gamepad_key == TELY_InputGamepadKey_Y)
tex_name = g_anim_names.merchant_button_y;
if (tex_name.size) {
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, tex_name);
Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_V2 text_size = TELY_Asset_MeasureText(assets, TELY_Render_ActiveFont(renderer), player_prefix);
TELY_Render_Text(renderer, draw_p, Dqn_V2_InitNx2(0, +1.f), player_prefix);
Dqn_Rect gamepad_btn_rect = {};
gamepad_btn_rect.size = button_rect.size;
gamepad_btn_rect.pos = Dqn_V2_InitNx2(draw_p.x + (text_size.x * 1.25f), draw_p.y - button_rect.size.y);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
button_rect,
gamepad_btn_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
} else {
Dqn_Str8 key_bind_label = FP_ScanKeyToLabel(scratch.arena, key_bind.scan_key);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0, +1.f), "%.*s%.*s", DQN_STR_FMT(player_prefix), DQN_STR_FMT(key_bind_label));
}
}
static void FP_Render(FP_Game *game, TELY_OS *os, TELY_Renderer *renderer, TELY_Audio *audio)
{
Dqn_Profiler_ZoneScopeWithIndex("FP_Render", FP_ProfileZone_FPRender);
TELY_Input *input = &os->input;
TELY_RFui *rfui = &game->rfui;
TELY_Assets *assets = &os->assets;
TELY_Render_ClearColourV3(renderer, TELY_COLOUR_BLACK_MIDNIGHT_V4.rgb);
TELY_Render_PushFontSize(renderer, game->jetbrains_mono_font, game->font_size);
TELY_RFui_FrameSetup(rfui, &os->frame_arena);
TELY_RFui_PushFontSize(rfui, game->jetbrains_mono_font, game->font_size);
FP_GameCamera shake_camera = game->play.camera;
{
Dqn_f32 trauma01 = 0.f;
for (FP_GameEntityHandle camera_entity_handle : game->play.camera_tracking_entity) {
FP_GameEntity *camera_entity = FP_Game_GetEntity(game, camera_entity_handle);
trauma01 = DQN_MAX(trauma01, DQN_SQUARED(camera_entity->trauma01));
}
// NOTE: The heart shake is trauma^3 to emphasise the severity of losing heart health
FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
trauma01 = DQN_MAX(trauma01, DQN_SQUARED(heart->trauma01) * heart->trauma01*5);
trauma01 = DQN_MAX(trauma01, DQN_SQUARED(game->play.global_camera_trauma01));
// NOTE: Calculate camera position based on camera shake
Dqn_f32 max_shake_dist = 400.f;
Dqn_f32 half_shake_dist = max_shake_dist * .5f;
Dqn_V2 shake_offset = {};
shake_offset.x = (Dqn_PCG32_NextF32(&game->play.rng) * max_shake_dist - half_shake_dist) * trauma01;
shake_offset.y = (Dqn_PCG32_NextF32(&game->play.rng) * max_shake_dist - half_shake_dist) * trauma01;
Dqn_f32 interp_rate = 5.0f * DQN_CAST(Dqn_f32)input->delta_s;
shake_camera.world_pos += shake_offset * interp_rate;
}
FP_GameCameraM2x3 camera_xforms = FP_Game_CameraModelViewM2x3(shake_camera);
TELY_Render_PushTransform(renderer, camera_xforms.model_view);
Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(camera_xforms.view_model, input->mouse_p);
// NOTE: Draw tiles ============================================================================
Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(os->core.window_size.w / game->play.tile_size);
Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(os->core.window_size.h / game->play.tile_size);
for (Dqn_usize x = 0; x < tile_count_x; x++) {
Dqn_V2 start = Dqn_V2_InitNx2((x + 1) * game->play.tile_size, 0);
Dqn_V2 end = Dqn_V2_InitNx2(start.x, os->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->play.tile_size);
Dqn_V2 end = Dqn_V2_InitNx2(os->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 =========================================================================
bool render_build_mode = false;
for (FP_GameEntityHandle player : game->play.players) {
FP_GameEntity *entity = FP_Game_GetEntity(game, player);
render_build_mode = entity->in_game_menu == FP_GameInGameMenu_Build;;
if (render_build_mode)
break;
}
Dqn_V4 const colour_accent_yellow = TELY_Colour_V4InitRGBU32(0xFFE726);
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->play.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;
}
}
if (entity->flags & FP_GameEntityFlag_HasShadow) {
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.shadow_tight_circle);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect shadow_rect = {};
shadow_rect.size = tex_rect.size * .5f;
shadow_rect.pos = Dqn_V2_InitNx2(world_hit_box.pos.x - (shadow_rect.size.w * .5f) + (shadow_rect.size.w * .2f), world_hit_box.pos.y + world_hit_box.size.h);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
shadow_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, .8f));
}
// NOTE: Render entity sprites =============================================================
if (entity->action.sprite.anim) {
FP_GameEntityAction const *action = &entity->action;
TELY_AssetAnimatedSprite const sprite = action->sprite;
uint64_t const elapsed_ms = game->play.clock_ms - action->started_at_clock_ms;
uint16_t const raw_anim_frame = DQN_CAST(uint16_t)(elapsed_ms / sprite.anim->ms_per_frame);
DQN_ASSERTF(sprite.anim->count, "We will modulo by 0 or overflow to UINT64_MAX");
// TODO(doyle): So many ways to create and get sprite data .. its a mess
// I want to override per sprite anim height, we currently use the one
// in the entity which is not correct.
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, action->state, entity->direction);
uint16_t anim_frame = 0;
if (action->sprite_play_once)
anim_frame = DQN_MIN(raw_anim_frame, (sprite.anim->count - 1));
else
anim_frame = raw_anim_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->play, src_rect.size.y);
Dqn_f32 size_scale = render_data.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) + render_data.offset;
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
Dqn_V4 sprite_colour = TELY_COLOUR_WHITE_V4;
if (entity->hit_on_clock_ms) {
DQN_ASSERT(game->play.clock_ms >= entity->hit_on_clock_ms);
Dqn_usize ms_since_hit = game->play.clock_ms - entity->hit_on_clock_ms;
Dqn_usize const HIT_CONFIRM_DURATION_MS = 8 * 16;
if (ms_since_hit < HIT_CONFIRM_DURATION_MS) {
sprite_colour = TELY_COLOUR_RED_V4;
sprite_colour.g = ((1.f / HIT_CONFIRM_DURATION_MS) * ms_since_hit);
sprite_colour.b = ((1.f / HIT_CONFIRM_DURATION_MS) * ms_since_hit);
}
}
sprite_colour.a *= entity->action.sprite_alpha;
TELY_Render_TextureColourV4(renderer,
sprite.sheet->tex_handle,
src_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotate radians*/,
sprite_colour);
}
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->play.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->play, 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->is_drunk) {
bool show_martini = entity->handle.id & 1;
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, show_martini ? g_anim_names.particle_drunk_martini : g_anim_names.particle_drunk_bottle);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size;
if (show_martini) {
dest_rect.size *= 1.5f;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(world_hit_box,
Dqn_V2_InitNx2(0.0f, 0.0f)) - (Dqn_V2_InitNx2(dest_rect.size.x * .6f, dest_rect.size.y * .7f));
dest_rect.pos.y += (DQN_SINF(DQN_CAST(Dqn_f32)game->play.clock_ms / 1000.f * 2.f) + 1.f / 2.f) * dest_rect.size.y * .005f;
} else {
dest_rect.pos = Dqn_Rect_InterpolatedPoint(world_hit_box,
Dqn_V2_InitNx2(0.0f, 0.0f)) - (Dqn_V2_InitNx2(dest_rect.size.x * .7f, dest_rect.size.y * .9f));
}
dest_rect.pos.y += (DQN_SINF(DQN_CAST(Dqn_f32)game->play.clock_ms / 1000.f * 2.f) + 1.f / 2.f) * dest_rect.size.y * .1f;
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
if (entity->converted_faction) {
bool show_halo = entity->handle.id & 1;
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, show_halo ? g_anim_names.particle_church_halo : g_anim_names.particle_church_cross);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size;
if (show_halo) {
dest_rect.size *= .6f;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(world_hit_box,
Dqn_V2_InitNx2(0.5f, 0.0f)) - (Dqn_V2_InitNx2(dest_rect.size.x * .5f, dest_rect.size.y * 1.2f));
} else {
dest_rect.pos = Dqn_Rect_InterpolatedPoint(world_hit_box,
Dqn_V2_InitNx2(0.5f, 0.0f)) - (Dqn_V2_InitNx2(dest_rect.size.x * .5f, dest_rect.size.y * .9f));
}
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
if (entity->handle != game->play.heart && entity->hp != entity->hp_cap && entity->hp) {
// NOTE: We don't draw health bar for the player either
bool current_entity_is_a_player = false;
for (FP_GameEntityHandle player : game->play.players) {
current_entity_is_a_player |= (entity->handle == player);
}
if (!current_entity_is_a_player) {
Dqn_f32 bar_height = 12.f;
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.f, -0.2f));
Dqn_f32 health_t = entity->hp / DQN_CAST(Dqn_f32)entity->hp_cap;
Dqn_Rect health_rect = Dqn_Rect_InitNx4(draw_p.x, draw_p.y, DQN_CAST(Dqn_f32)entity->hp_cap, bar_height);
Dqn_Rect curr_health_rect = Dqn_Rect_InitNx4(draw_p.x, draw_p.y, DQN_CAST(Dqn_f32)entity->hp_cap * health_t, bar_height);
TELY_Render_RectColourV4(renderer, curr_health_rect, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(renderer, health_rect, TELY_RenderShapeMode_Line, TELY_COLOUR_BLACK_V4);
cmd->thickness = 1.f;
}
}
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->play.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 (render_build_mode) {
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->play.debug_ui) {
// NOTE: Render waypoint entities ======================================================
if (entity->type == FP_EntityType_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;
}
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_BLUE_CADET_V4);
}
// NOTE: Draw the waypoints that the entity is moving along
Dqn_V2 start = world_pos;
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate(&entity->waypoints, &link); ) {
Dqn_V2 end = FP_Game_CalcWaypointWorldPos(game, entity->handle, &link->data);
TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4, 2.f);
start = end;
}
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 =================================================================
if (!game->play.debug_hide_bounding_rectangles) {
Dqn_FArray<Dqn_Rect, FP_GameDirection_Count> attack_boxes = FP_Game_CalcEntityMeleeAttackBoxes(game, entity->handle);
for (Dqn_Rect box : attack_boxes)
TELY_Render_RectColourV4(renderer, 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->play.debug_hide_bounding_rectangles) {
if (game->play.clicked_entity == entity->handle) {
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4);
} else if (game->play.hot_entity == entity->handle || (entity->flags & FP_GameEntityFlag_DrawHitBox)) {
Dqn_V4 hot_colour = game->play.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->play.hot_entity == entity->handle) {
if (entity->name.size) {
Dqn_V2I player_tile = Dqn_V2I_InitNx2(world_pos.x / game->play.tile_size, world_pos.y / game->play.tile_size);
Dqn_f32 line_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
Dqn_V2 draw_p = world_mouse_p;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "%.*s", DQN_STR_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;
Dqn_Str8 faction = {};
switch (entity->faction) {
case FP_GameEntityFaction_Nil: faction = DQN_STR8("Nil"); break;
case FP_GameEntityFaction_Friendly: faction = DQN_STR8("Friendly"); break;
case FP_GameEntityFaction_Foe: faction = DQN_STR8("Foe"); break;
}
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Faction: %.*s", DQN_STR_FMT(faction)); draw_p.y += line_height;
}
}
}
if (entity->type == FP_EntityType_Billboard) {
TELY_Render_PushFontSize(renderer, game->talkco_font, game->font_size);
DQN_DEFER { TELY_Render_PopFont(renderer); };
DQN_FOR_UINDEX (player_index, game->play.players.size) {
FP_GameEntityHandle player_handle = game->play.players.data[player_index];
FP_GameEntity const *player = FP_Game_GetEntity(game, player_handle);
FP_GameControls const *controls = &player->controls;
FP_EntityBillboardState state = DQN_CAST(FP_EntityBillboardState) entity->action.state;
switch (state) {
case FP_EntityBillboardState_Attack: {
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.6f, 0.2f));
draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, colour_accent_yellow);
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->attack, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer);
} break;
case FP_EntityBillboardState_Dash: {
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.505f, -0.08f));
draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFFE726));
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->dash, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer);
} break;
case FP_EntityBillboardState_Monkey: {
} break;
case FP_EntityBillboardState_RangeAttack: {
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.20f, -0.13f));
draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0x364659));
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->range_attack, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer);
} break;
case FP_EntityBillboardState_Strafe: {
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.36f, -0.15f));
draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8));
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->strafe, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer);
} break;
case FP_EntityBillboardState_Build: {
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.065f, 0.2f));
draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, colour_accent_yellow);
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->build_mode, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer);
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.35f, 0.2f));
draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8));
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->move_building_ui_cursor_left, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer);
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.44f, 0.2f));
draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4InitRGBU32(0xFF68A8));
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->move_building_ui_cursor_right, draw_p, false /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer);
draw_p = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.665f, 0.2f));
draw_p.y += TELY_Render_FontSize(renderer) * player_index * os->core.dpi_scale;
TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4);
FP_DrawBillboardKeyBindHint(renderer, assets, game, player_index, controls->mode, controls->attack, draw_p, true /*draw_player_prefix*/);
TELY_Render_PopColourV4(renderer);
} break;
}
}
}
}
// NOTE: Draw perry ============================================================================
if (game->play.perry_joined == FP_GamePerryJoins_Enters) {
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); };
// NOTE: Shake the world ===================================================================
Dqn_Rect window_rect = {};
window_rect.size = Dqn_V2_InitV2I(os->core.window_size);
Dqn_f32 tex_scalar = {};
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_terry);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_f32 desired_width = window_rect.size.x * .25f;
tex_scalar = desired_width / tex_rect.size.w;
}
game->play.perry_join_bg_alpha += (1.f - game->play.perry_join_bg_alpha) * (DQN_CAST(Dqn_f32)input->delta_s * 8.f);
game->play.perry_join_bg_alpha = DQN_MIN(game->play.perry_join_bg_alpha, .8f);
TELY_Render_RectColourV4(renderer,
window_rect,
TELY_RenderShapeMode_Fill,
TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, game->play.perry_join_bg_alpha));
if (game->play.perry_join_bg_alpha > 0.5f) {
if (!game->play.perry_join_splash_screen_shake_triggered) {
game->play.global_camera_trauma01 = 1.f;
game->play.perry_join_splash_screen_shake_triggered = true;
game->play.perry_join_flash_alpha = 1.f;
game->play.perry_join_splash_screen_end_ms = game->play.clock_ms + 2000;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_PerryStart], 1.f);
}
}
if (game->play.perry_join_splash_screen_shake_triggered) {
game->play.perry_join_flash_alpha -= game->play.perry_join_bg_alpha * (DQN_CAST(Dqn_f32)input->delta_s * 4.f);
game->play.perry_join_flash_alpha = DQN_MAX(game->play.perry_join_flash_alpha, .0f);
TELY_Render_RectColourV4(renderer,
window_rect,
TELY_RenderShapeMode_Fill,
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, game->play.perry_join_flash_alpha));
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_perry_joins_the_fight);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_f32 sin_t = (DQN_SINF(DQN_CAST(Dqn_f32)game->play.clock_ms / 1000.f * 3.f) + 1) / 2.f;
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * (tex_scalar * 1.5f) + (tex_rect.size * (0.005f * sin_t));
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(1, 1)) - dest_rect.size;
Dqn_f32 max_shake_dist = 50.f;
Dqn_f32 half_shake_dist = max_shake_dist * .5f;
Dqn_V2 shake_offset = {};
shake_offset.x = (Dqn_PCG32_NextF32(&game->play.rng) * max_shake_dist - half_shake_dist) * game->play.global_camera_trauma01;
shake_offset.y = (Dqn_PCG32_NextF32(&game->play.rng) * max_shake_dist - half_shake_dist) * game->play.global_camera_trauma01;
dest_rect.pos += shake_offset;
if (game->play.clock_ms > game->play.perry_join_splash_screen_end_ms) {
game->play.perry_join_splash_pos_offset.x -= dest_rect.size.x * (12.f * DQN_CAST(Dqn_f32)input->delta_s);
dest_rect.pos += game->play.perry_join_splash_pos_offset;
if (dest_rect.pos.x < -dest_rect.size.x)
game->play.perry_joined = FP_GamePerryJoins_PostEnter;
}
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
}
// NOTE: Render overlay UI =====================================================================
if (!game->play.debug_hide_hud && (game->play.state == FP_GameState_Pause || game->play.state == FP_GameState_Play || game->play.state == FP_GameState_Tutorial)) {
// NOTE: Render the merchant menus for each player =========================================
FP_GamePlay *play = &game->play;
FP_GameEntityHandle merchant_handles[] = {
play->merchant_terry,
play->merchant_graveyard,
play->merchant_gym,
play->merchant_phone_company,
};
// NOTE: Calculate which merchant sound trigger flags to reset =============================
FP_GameEntityHandle merchant_with_more_than_2_menus_open = {};
static bool sound_played_flags[DQN_ARRAY_UCOUNT(merchant_handles)] = {false, false, false, false};
DQN_FOR_UINDEX (merchant_index, DQN_ARRAY_UCOUNT(merchant_handles)) {
FP_GameEntityHandle merchant = merchant_handles[merchant_index];
Dqn_V2 merchant_pos = FP_Game_CalcEntityWorldPos(game, merchant);
Dqn_usize menu_activation_count = 0;
bool all_players_are_far_away_from_merchant_menu_trigger = true;
DQN_FOR_UINDEX (player_index, game->play.players.size) {
FP_GameEntityHandle player_handle = game->play.players.data[player_index];
Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, player_handle);
Dqn_f32 dist_squared = Dqn_V2_LengthSq_V2x2(merchant_pos, player_pos);
if (dist_squared < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game->play, 4))) {
all_players_are_far_away_from_merchant_menu_trigger = false;
menu_activation_count++;
}
}
if (all_players_are_far_away_from_merchant_menu_trigger)
sound_played_flags[merchant_index] = false;
if (menu_activation_count >= 2) {
DQN_ASSERT(merchant_with_more_than_2_menus_open.id == 0);
merchant_with_more_than_2_menus_open = merchant;
}
}
Dqn_V2 const player_avatar_base_pos[] = {
Dqn_V2_InitNx1(32.f),
Dqn_V2_InitNx2(os->core.window_size.x - 320.f, 32.f),
};
DQN_ASSERT(game->play.players.size <= DQN_ARRAY_UCOUNT(player_avatar_base_pos));
DQN_ASSERTF(game->play.players.size <= 2, "We hardcode 2 player support");
if (game->play.players.size == 1 && game->play.state != FP_GameState_Tutorial) {
// NOTE: We show the Press <BTN> to join for the remaining 2nd player
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
TELY_Render_PushFontSize(renderer, game->talkco_font, game->font_size);
DQN_DEFER {
TELY_Render_PopFont(renderer);
TELY_Render_PopTransform(renderer);
};
FP_GameEntity *first_player = FP_Game_GetEntity(game, game->play.players.data[0]);
Dqn_Str8 join_game_key = {};
if (first_player->controls.mode == FP_GameControlMode_Keyboard)
join_game_key = DQN_STR8("<Gamepad: Start>");
else
join_game_key = DQN_STR8("<Gamepad: B>");
Dqn_f32 font_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
Dqn_V2 base_p = player_avatar_base_pos[game->play.players.size];
TELY_Render_TextF(renderer, base_p, Dqn_V2_Zero, "Press %.*s", DQN_STR_FMT(join_game_key)); base_p.y += font_height;
FP_ListenForNewPlayer(input, game, false /*tutorial_is_allowed*/);
}
// NOTE: Render the player(s) HUD and merchant menu interaction ============================
FP_ParticleDescriptor dollar_buy_particle = FP_DefaultFloatUpParticleDescriptor(g_anim_names.particle_purchase, 2000 /*duration*/);
Dqn_Rect first_player_avatar_rect = {};
DQN_FOR_UINDEX (player_index, game->play.players.size) {
FP_GameEntityHandle player_handle = game->play.players.data[player_index];
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
Dqn_V2 player_pos = FP_Game_CalcEntityWorldPos(game, player_handle);
{
FP_GameInventory *invent = &player->inventory;
struct FP_MerchantToMenuMapping {
FP_GameEntityHandle merchant;
Dqn_V2 *menu_pos;
Dqn_Str8 upgrade_icon;
Dqn_Str8 menu_anim;
Dqn_Str8 building;
Dqn_V2 building_offset01;
uint8_t *inventory_count;
uint32_t *building_base_price;
uint32_t *upgrade_base_price;
FP_GameAudio audio_type;
bool *sound_played;
} merchants[] = {
{play->merchant_terry, &player->merchant_terry_menu_pos, g_anim_names.icon_attack, g_anim_names.merchant_terry_menu, g_anim_names.club_terry_dark, Dqn_V2_InitNx2(0.015f, +0.04f), &invent->clubs, &invent->clubs_base_price, &invent->health_base_price, FP_GameAudio_MerchantTerry, &sound_played_flags[0]},
{play->merchant_graveyard, &player->merchant_graveyard_menu_pos, g_anim_names.icon_stamina, g_anim_names.merchant_graveyard_menu, g_anim_names.church_terry_dark, Dqn_V2_InitNx2(0.04f, -0.15f), &invent->churchs, &invent->churchs_base_price, &invent->stamina_base_price, FP_GameAudio_MerchantGhost, &sound_played_flags[1]},
{play->merchant_gym, &player->merchant_gym_menu_pos, g_anim_names.icon_health, g_anim_names.merchant_gym_menu, g_anim_names.kennel_terry, Dqn_V2_InitNx2(0, +0), &invent->kennels, &invent->kennels_base_price, &invent->attack_base_price, FP_GameAudio_MerchantGym, &sound_played_flags[2]},
{play->merchant_phone_company, &player->merchant_phone_company_menu_pos, g_anim_names.icon_phone, g_anim_names.merchant_phone_company_menu, g_anim_names.airport_terry, Dqn_V2_InitNx2(0, -0.1f), &invent->airports, &invent->airports_base_price, &invent->mobile_plan_base_price, FP_GameAudio_MerchantPhone, &sound_played_flags[3]},
};
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->play, 4))) {
continue;
}
// NOTE: Render animated merchant menu =============================
activated_merchant = true;
Dqn_Rect merchant_menu_rect = {};
{
FP_GameRenderSprite *sprite = &game->play.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->play.clock_ms;
}
uint64_t elapsed_ms = game->play.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];
if (*mapping.menu_pos == Dqn_V2_Zero)
*mapping.menu_pos = world_pos;
Dqn_Rect top_rect = Dqn_Rect_InitV2x2(world_pos - (src_rect.size * .5f) - Dqn_V2_InitNx2(0.f, src_rect.size.h), src_rect.size);
Dqn_Rect bottom_rect = Dqn_Rect_InitV2x2(world_pos - (src_rect.size * .5f) + Dqn_V2_InitNx2(0.f, src_rect.size.h), src_rect.size);
// NOTE: Position the merchant menu ========================================
if (merchant_with_more_than_2_menus_open == mapping.merchant) {
// NOTE: More than 2 players have activated the same merchant, we just
// draw the menus and overlap with the players.
DQN_ASSERTF(player_index <= 2, "We only handle 2 players gracefully");
if (player_index == 0)
*mapping.menu_pos = top_rect.pos;
else
*mapping.menu_pos = bottom_rect.pos;
} else {
// NOTE: Move the merchant menu if we overlap with it so as to not
// occlude the player. We *only* do this if the merchant is activated
// by 1 player only. If multiple players activate it, we just draw the
// menus-as-is.
Dqn_V2 target_pos = {};
Dqn_Rect camera_entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, player->handle);
if (Dqn_Rect_Intersects(top_rect, camera_entity_hit_box)) {
target_pos = bottom_rect.pos;
} else {
target_pos = top_rect.pos;
}
// NOTE: Interpolate the menu position
*mapping.menu_pos += (target_pos - *mapping.menu_pos) * (24.f * DQN_CAST(Dqn_f32)input->delta_s);
}
merchant_menu_rect.size = src_rect.size;
merchant_menu_rect.pos = *mapping.menu_pos;
// NOTE: Bob the merchant menu
Dqn_f32 sin_t = DQN_SINF(DQN_CAST(Dqn_f32)game->play.clock_ms / 1000.f * 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 (activated_merchant && !*mapping.sound_played) {
TELY_Audio_Play(audio, game->audio[mapping.audio_type], 1.f);
*mapping.sound_played = true;
}
}
TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4);
TELY_Render_PushFontSize(renderer, game->talkco_font, game->large_talkco_font_size);
DQN_DEFER {
TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer);
};
// NOTE: Render the merchant button for buildings ==================
uint64_t const buy_duration_ms = 500;
Dqn_V4 keybind_btn_shadow_colour = Dqn_V4_InitNx4(0.4f, 0.4f, 0.4f, 1.f);
{
bool const have_enough_coins = player->coins >= *mapping.building_base_price;
FP_GameKeyBind key_bind = player->controls.buy_building;
// NOTE: Render the (A) button =================================
Dqn_V2 dollar_text_label_pos = {};
Dqn_V4 tex_mod_colour = have_enough_coins ? TELY_COLOUR_WHITE_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, .5f);
{
// NOTE: Render the interaction button
Dqn_Rect interact_btn_rect = {};
interact_btn_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, Dqn_V2_InitNx2(0.345f, 0.41f));
if (player->controls.mode == FP_GameControlMode_Gamepad) {
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];
interact_btn_rect.size = button_rect.size * 1.5f;
Dqn_Rect key_bind_rect = interact_btn_rect;
key_bind_rect.pos.y += interact_btn_rect.size.y * .3f;
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
button_rect,
key_bind_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
tex_mod_colour);
} else {
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
TELY_AssetFontSizeHandle font_size = TELY_Render_ActiveFont(renderer);
Dqn_Str8 key_bind_label = FP_ScanKeyToLabel(scratch.arena, key_bind.scan_key);
interact_btn_rect.size = TELY_Asset_MeasureText(assets, font_size, key_bind_label);
Dqn_Rect key_bind_rect = interact_btn_rect;
key_bind_rect.pos.y += interact_btn_rect.size.y * .8f;
TELY_Render_RectColourV4(renderer, Dqn_Rect_Expand(key_bind_rect, 2.f), TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(keybind_btn_shadow_colour, tex_mod_colour.a));
TELY_Render_PushColourV4(renderer, TELY_Colour_V4Alpha(colour_accent_yellow, tex_mod_colour.a));
TELY_Render_Text(renderer, Dqn_Rect_InterpolatedPoint(key_bind_rect, Dqn_V2_InitNx1(0.5f)), Dqn_V2_InitNx1(0.5f), key_bind_label);
TELY_Render_PopColourV4(renderer);
}
// NOTE: Render the $ cost
dollar_text_label_pos = Dqn_Rect_InterpolatedPoint(interact_btn_rect, Dqn_V2_InitNx2(0.5f, -1.5f));
TELY_Render_TextF(renderer, dollar_text_label_pos, Dqn_V2_InitNx2(0.5, 0.f), "$%u", *mapping.building_base_price);
}
// NOTE: Buy trigger + animation ===========================================
{
bool trigger_buy_anim = false;
if (have_enough_coins) {
if (TELY_Input_ScanKeyIsPressed(input, key_bind.scan_key)) {
game->play.player_trigger_purchase_building_timestamp = game->play.clock_ms + buy_duration_ms;
} else if (TELY_Input_ScanKeyIsDown(input, key_bind.scan_key)) {
trigger_buy_anim = true;
if (game->play.clock_ms > game->play.player_trigger_purchase_building_timestamp)
game->play.player_trigger_purchase_building_timestamp = game->play.clock_ms;
} else if (TELY_Input_ScanKeyIsReleased(input, key_bind.scan_key)) {
if (game->play.clock_ms > game->play.player_trigger_purchase_building_timestamp) {
if (mapping.inventory_count) {
player->coins -= *mapping.building_base_price;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ching], 1.f);
*mapping.building_base_price *= 1;
// NOTE: Raise the prices of everything else
invent->airports_base_price *= 1;
invent->clubs_base_price *= 1;
invent->kennels_base_price *= 1;
invent->churchs_base_price *= 1;
(*mapping.inventory_count)++;
dollar_buy_particle.pos = dollar_text_label_pos;
FP_EmitParticle(game, dollar_buy_particle, 1);
}
} else {
game->play.player_trigger_purchase_building_timestamp = UINT64_MAX;
}
}
if (trigger_buy_anim) {
uint64_t start_buy_time = game->play.player_trigger_purchase_building_timestamp - buy_duration_ms;
uint64_t elapsed_time = game->play.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(0.297f, 0.215f));
buy_lerp_rect.size.w = (merchant_menu_rect.size.w * 0.38f) * 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_BLUE_CADET_V4, 0.5f));
}
}
}
// NOTE: Render the merchant shop item building ================
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, mapping.building);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * 0.35f;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, Dqn_V2_InitNx2(0.42f, 0.25f) + mapping.building_offset01);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
tex_mod_colour);
}
}
// NOTE: Render the merchant button for buildings
{
bool const have_enough_coins = player->coins >= *mapping.upgrade_base_price;
FP_GameKeyBind key_bind = player->controls.buy_upgrade;
// NOTE: Render the (B) button =================================
Dqn_V4 tex_mod_colour = have_enough_coins ? TELY_COLOUR_WHITE_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, .5f);
Dqn_V2 dollar_text_label_pos = {};
{
Dqn_V2 interp_pos01 = Dqn_V2_InitNx2(0.7f, 0.41f);
Dqn_Rect interact_btn_rect = {};
interact_btn_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, interp_pos01);
// NOTE: Render the interact button ====================================
if (player->controls.mode == FP_GameControlMode_Gamepad) {
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_button_b);
Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index];
interact_btn_rect.size = button_rect.size * 1.5f;
Dqn_Rect key_bind_rect = interact_btn_rect;
key_bind_rect.pos.y += interact_btn_rect.size.y * .3f;
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
button_rect,
key_bind_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
tex_mod_colour);
} else {
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
TELY_AssetFontSizeHandle font_size = TELY_Render_ActiveFont(renderer);
Dqn_Str8 key_bind_label = FP_ScanKeyToLabel(scratch.arena, key_bind.scan_key);
interact_btn_rect.size = TELY_Asset_MeasureText(assets, font_size, key_bind_label);
Dqn_Rect key_bind_rect = interact_btn_rect;
key_bind_rect.pos.y += interact_btn_rect.size.y * .8f;
TELY_Render_RectColourV4(renderer, Dqn_Rect_Expand(key_bind_rect, 2.f), TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(keybind_btn_shadow_colour, tex_mod_colour.a));
TELY_Render_PushColourV4(renderer, TELY_Colour_V4Alpha(colour_accent_yellow, tex_mod_colour.a));
TELY_Render_Text(renderer, Dqn_Rect_InterpolatedPoint(key_bind_rect, Dqn_V2_InitNx1(0.5f)), Dqn_V2_InitNx1(0.5f), key_bind_label);
TELY_Render_PopColourV4(renderer);
}
// NOTE: Render the icon ===============================================
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, mapping.upgrade_icon);
Dqn_Rect button_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = button_rect.size * .75f;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(merchant_menu_rect, interp_pos01 + Dqn_V2_InitNx2(0.135f, 0.15f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
button_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
tex_mod_colour);
}
// NOTE: Render the $ cost
dollar_text_label_pos = Dqn_Rect_InterpolatedPoint(interact_btn_rect, Dqn_V2_InitNx2(1.f, -1.5f));
TELY_Render_TextF(renderer, dollar_text_label_pos, Dqn_V2_InitNx2(0.5, 0.f), "$%u", *mapping.upgrade_base_price);
}
// NOTE: Buy trigger + animation ===========================================
{
bool trigger_buy_anim = false;
if (have_enough_coins) {
if (TELY_Input_ScanKeyIsPressed(input, key_bind.scan_key)) {
game->play.player_trigger_purchase_upgrade_timestamp = game->play.clock_ms + buy_duration_ms;
} else if (TELY_Input_ScanKeyIsDown(input, key_bind.scan_key)) {
trigger_buy_anim = true;
if (game->play.clock_ms > game->play.player_trigger_purchase_upgrade_timestamp)
game->play.player_trigger_purchase_upgrade_timestamp = game->play.clock_ms;
} else if (TELY_Input_ScanKeyIsReleased(input, key_bind.scan_key)) {
if (game->play.clock_ms > game->play.player_trigger_purchase_upgrade_timestamp) {
player->coins -= *mapping.upgrade_base_price;
*mapping.upgrade_base_price *= 1;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Ching], 1.f);
dollar_buy_particle.pos = dollar_text_label_pos;
FP_EmitParticle(game, dollar_buy_particle, 1);
if (mapping.merchant == game->play.merchant_terry) {
player->base_attack += DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * 1.2f);
} else if (mapping.merchant == game->play.merchant_graveyard) {
player->stamina_cap += DQN_CAST(uint32_t)(FP_TERRY_DASH_STAMINA_COST * .5f);
} else if (mapping.merchant == game->play.merchant_gym) {
player->hp_cap += FP_DEFAULT_DAMAGE;
player->hp = player->hp_cap;
} else if (mapping.merchant == game->play.merchant_phone_company) {
player->terry_mobile_data_plan_cap += DQN_KILOBYTES(1);
}
} else {
game->play.player_trigger_purchase_upgrade_timestamp = UINT64_MAX;
}
}
if (trigger_buy_anim) {
uint64_t start_buy_time = game->play.player_trigger_purchase_upgrade_timestamp - buy_duration_ms;
uint64_t elapsed_time = game->play.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));
}
}
}
}
}
if (activated_merchant) {
player->in_game_menu = FP_GameInGameMenu_Merchant;
} else {
if (player->in_game_menu == FP_GameInGameMenu_Merchant) {
player->in_game_menu = FP_GameInGameMenu_Nil;
}
}
}
// NOTE: Render player avatar HUD ==========================================================
Dqn_Rect player_avatar_rect = {};
player_avatar_rect.pos = player_avatar_base_pos[player_index];
Dqn_V2 next_pos = {};
{
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); };
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, player->type, 0 /*state, usually 0 is idle*/, FP_GameDirection_Down);
player_avatar_rect.size = render_data.render_size;
TELY_Render_TextureColourV4(renderer,
render_data.sheet->tex_handle,
render_data.sheet_rect,
player_avatar_rect,
Dqn_V2_Zero,
0.f,
TELY_COLOUR_WHITE_V4);
TELY_Render_PushFontSize(renderer, game->talkco_font, game->font_size);
DQN_DEFER { TELY_Render_PopFont(renderer); };
next_pos = Dqn_Rect_InterpolatedPoint(player_avatar_rect, Dqn_V2_InitNx2(1.f, 0));
Dqn_f32 font_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
// NOTE: Health bar ====================================================
Dqn_f32 bar_height = font_height * .75f;
Dqn_Rect health_icon_rect = {};
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.icon_health);
Dqn_Rect icon_tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
{
health_icon_rect.size = icon_tex_rect.size * .4f;
health_icon_rect.pos = Dqn_V2_InitNx2(next_pos.x - health_icon_rect.size.x * .25f, next_pos.y - (health_icon_rect.size.y * .35f));
}
Dqn_f32 bar_x = next_pos.x + (health_icon_rect.size.x * .25f);
Dqn_f32 health_t = player->hp / DQN_CAST(Dqn_f32)player->hp_cap;
Dqn_Rect health_rect = Dqn_Rect_InitNx4(bar_x, next_pos.y, DQN_CAST(Dqn_f32)player->hp_cap, bar_height);
Dqn_Rect curr_health_rect = Dqn_Rect_InitNx4(bar_x, next_pos.y, DQN_CAST(Dqn_f32)player->hp_cap * health_t, bar_height);
TELY_Render_RectColourV4(renderer, curr_health_rect, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(
renderer,
health_rect,
TELY_RenderShapeMode_Line,
TELY_COLOUR_BLACK_V4);
cmd->thickness = 4.f;
// NOTE: Draw the heart icon shadow
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
icon_tex_rect,
Dqn_Rect_InitV2x2(health_icon_rect.pos - (cmd->thickness * 2.f), health_icon_rect.size + (cmd->thickness * 4.f)),
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_BLACK_V4);
// NOTE: Draw the heart icon
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
icon_tex_rect,
health_icon_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
// NOTE: Stamina bar ===================================================
next_pos.y += health_icon_rect.size.h * .8f;
Dqn_Rect stamina_icon_rect = {};
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.icon_stamina);
Dqn_Rect icon_tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
{
stamina_icon_rect.size = icon_tex_rect.size * .35f;
stamina_icon_rect.pos = Dqn_V2_InitNx2(next_pos.x - stamina_icon_rect.size.x * .25f, next_pos.y - (stamina_icon_rect.size.y * .35f));
}
Dqn_f32 bar_x = next_pos.x + (stamina_icon_rect.size.x * .25f);
Dqn_f32 stamina_t = player->stamina / DQN_CAST(Dqn_f32)player->stamina_cap;
Dqn_Rect stamina_rect = Dqn_Rect_InitNx4(bar_x, next_pos.y, DQN_CAST(Dqn_f32)player->stamina_cap, bar_height);
Dqn_Rect curr_stamina_rect = Dqn_Rect_InitNx4(bar_x, next_pos.y, DQN_CAST(Dqn_f32)player->stamina_cap * stamina_t, bar_height);
TELY_Render_RectColourV4(
renderer,
curr_stamina_rect,
TELY_RenderShapeMode_Fill,
TELY_COLOUR_YELLOW_SANDY_V4);
TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(
renderer,
stamina_rect,
TELY_RenderShapeMode_Line,
TELY_COLOUR_BLACK_V4);
cmd->thickness = 4.f;
// NOTE: Draw the icon shadow
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
icon_tex_rect,
Dqn_Rect_InitV2x2(stamina_icon_rect.pos - (cmd->thickness * 2.f), stamina_icon_rect.size + (cmd->thickness * 4.f)),
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_BLACK_V4);
// NOTE: Draw the icon
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
icon_tex_rect,
stamina_icon_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
// NOTE: Mobile data bar ===================================================
next_pos.y += stamina_icon_rect.size.h * .8f;
Dqn_Rect phone_icon_rect = {};
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.icon_phone);
Dqn_Rect icon_tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
{
phone_icon_rect.size = icon_tex_rect.size * .35f;
phone_icon_rect.pos = Dqn_V2_InitNx2(next_pos.x - phone_icon_rect.size.x * .25f, next_pos.y - (phone_icon_rect.size.y * .35f));
}
Dqn_f32 pixels_per_kb = 15.5f;
Dqn_f32 bar_width = DQN_CAST(Dqn_f32)player->terry_mobile_data_plan_cap / DQN_KILOBYTES(1) * pixels_per_kb;
Dqn_f32 bar_x = next_pos.x + (phone_icon_rect.size.x * .25f);
Dqn_f32 data_plan_t = player->terry_mobile_data_plan / DQN_CAST(Dqn_f32)player->terry_mobile_data_plan_cap;
Dqn_Rect data_plan_rect = Dqn_Rect_InitNx4(bar_x, next_pos.y, bar_width, bar_height);
Dqn_Rect curr_data_plan_rect = Dqn_Rect_InitNx4(bar_x, next_pos.y, bar_width * data_plan_t, bar_height);
TELY_Render_RectColourV4(
renderer,
curr_data_plan_rect,
TELY_RenderShapeMode_Fill,
TELY_COLOUR_BLUE_CADET_V4);
TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(
renderer,
data_plan_rect,
TELY_RenderShapeMode_Line,
TELY_COLOUR_BLACK_V4);
cmd->thickness = 4.f;
// NOTE: Draw the icon shadow
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
icon_tex_rect,
Dqn_Rect_InitV2x2(phone_icon_rect.pos - (cmd->thickness * 2.f), phone_icon_rect.size + (cmd->thickness * 4.f)),
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_BLACK_V4);
// NOTE: Draw the icon
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
icon_tex_rect,
phone_icon_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
next_pos.y += phone_icon_rect.size.h * .8f;
Dqn_Rect money_icon_rect = {};
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.icon_money);
Dqn_Rect icon_tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
{
money_icon_rect.size = icon_tex_rect.size * .35f;
money_icon_rect.pos = Dqn_V2_InitNx2(next_pos.x - money_icon_rect.size.x * .25f, next_pos.y - (money_icon_rect.size.y * .15f));
}
TELY_Render_TextF(renderer,
Dqn_V2_InitNx2(next_pos.x + money_icon_rect.size.x * .75f, money_icon_rect.pos.y),
Dqn_V2_InitNx2(0, -0.5),
"$%zu",
player->coins);
// NOTE: Draw the icon shadow
Dqn_f32 thickness = 4.f;
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
icon_tex_rect,
Dqn_Rect_InitV2x2(money_icon_rect.pos - (thickness * 2.f), money_icon_rect.size + (thickness * 4.f)),
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_BLACK_V4);
// NOTE: Draw the icon
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
icon_tex_rect,
money_icon_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
next_pos.y += money_icon_rect.size.h;
#if 0
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");
#endif
if (player_index == 0)
first_player_avatar_rect = player_avatar_rect;
}
// NOTE: Render building blueprint =====================================================
if (player->in_game_menu == FP_GameInGameMenu_Build) {
FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[player->build_mode_building_index];
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, player->direction);
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, player->handle);
Dqn_V4 colour = player->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,
render_data.sheet->tex_handle,
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); };
player->build_mode_building_index = DQN_CLAMP(player->build_mode_building_index, 0, DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1);
Dqn_f32 building_ui_size = 64.f;
Dqn_f32 padding = 10.f;
Dqn_f32 start_x = player_avatar_rect.pos.x;
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),
next_pos.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 (player->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);
uint32_t building_count = 0;
if (building.type == FP_EntityType_ClubTerry)
building_count = player->inventory.clubs;
else if (building.type == FP_EntityType_AirportTerry)
building_count = player->inventory.airports;
else if (building.type == FP_EntityType_KennelTerry)
building_count = player->inventory.kennels;
else if (building.type == FP_EntityType_ChurchTerry)
building_count = player->inventory.churchs;
TELY_Render_PushFontSize(renderer, game->talkco_font, game->font_size);
DQN_DEFER { TELY_Render_PopFont(renderer); };
Dqn_V2 label_p = Dqn_Rect_InterpolatedPoint(rect, Dqn_V2_InitNx2(0.5f, 1.25f));
TELY_Render_TextF(renderer, label_p, Dqn_V2_InitNx2(0.5f, 0.5f), "x %u", building_count);
TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(renderer, rect, TELY_RenderShapeMode_Line, outline_colour);
cmd->thickness = 2.f;
}
}
}
// NOTE: Render the wave ===================================================================
{
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); };
TELY_Render_PushFontSize(renderer, game->talkco_font, game->large_talkco_font_size);
DQN_DEFER { TELY_Render_PopFont(renderer); };
uint64_t time_until_next_wave_ms = 0;
if (game->play.enemies_spawned_this_wave >= game->play.enemies_per_wave) {
if (game->play.wave_cooldown_timestamp_ms > game->play.clock_ms) {
time_until_next_wave_ms = game->play.wave_cooldown_timestamp_ms - game->play.clock_ms;
}
}
Dqn_f32 mid_x = os->core.window_size.x * .5f;
if (time_until_next_wave_ms) {
TELY_Render_TextF(renderer,
Dqn_V2_InitNx2(mid_x, first_player_avatar_rect.pos.y),
Dqn_V2_InitNx1(0.5f),
"%.1fs remaining until Wave %u!",
(time_until_next_wave_ms / 1000.f), game->play.current_wave + 1);
} else {
TELY_Render_TextF(renderer, Dqn_V2_InitNx2(mid_x, first_player_avatar_rect.pos.y), Dqn_V2_InitNx1(0.5f), "Wave %u", game->play.current_wave);
}
}
// NOTE: Render the heart health ===========================================================
{
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); };
Dqn_f32 font_height = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
Dqn_f32 bar_height = font_height * 1.25f;
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.heart);
FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
Dqn_f32 max_width = os->core.window_size.x * .5f;
Dqn_V2 draw_p = Dqn_V2_InitNx2(os->core.window_size.x * .25f, first_player_avatar_rect.pos.y + bar_height);
Dqn_f32 health_t = heart->hp / DQN_CAST(Dqn_f32)heart->hp_cap;
Dqn_Rect health_rect = Dqn_Rect_InitNx4(draw_p.x, draw_p.y, max_width, bar_height);
Dqn_Rect curr_health_rect = Dqn_Rect_InitNx4(draw_p.x, draw_p.y, max_width * health_t, bar_height);
TELY_Render_RectColourV4(renderer, curr_health_rect, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(
renderer,
health_rect,
TELY_RenderShapeMode_Line,
TELY_COLOUR_BLACK_V4);
cmd->thickness = 4.f;
// NOTE: Draw the heart icon
Dqn_Rect icon_tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect heart_icon_rect = {};
heart_icon_rect.size = icon_tex_rect.size * .4f;
heart_icon_rect.pos = Dqn_V2_InitNx2(draw_p.x - (heart_icon_rect.size.w * .7f), draw_p.y - (heart_icon_rect.size.y * .4f));
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
icon_tex_rect,
heart_icon_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
TELY_Render_PushFontSize(renderer, game->talkco_font, game->large_talkco_font_size);
DQN_DEFER { TELY_Render_PopFont(renderer); };
TELY_Render_TextF(renderer, Dqn_Rect_InterpolatedPoint(heart_icon_rect, Dqn_V2_InitNx2(1.f, 0.65f)), Dqn_V2_Zero, "Terry's Heart");
}
}
}
// NOTE: Debug show camera bounds
#if 0
FP_GameCamera *camera = &game->play.camera;
Dqn_Rect camera_view_rect = Dqn_Rect_InitV2x2((camera->size * -.5f) + (camera->world_pos / camera->scale), camera->size);
TELY_Render_RectColourV4(renderer, Dqn_Rect_Expand(camera_view_rect, -5.f), TELY_RenderShapeMode_Line, TELY_COLOUR_RED_V4);
#endif
// NOTE: Render the other game state modes =====================================================
Dqn_V4 const maroon_colour = TELY_Colour_V4InitRGBAU32(0x301010FF); // NOTE: Maroon
if (game->play.state == FP_GameState_Tutorial) {
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
TELY_Render_PushFontSize(renderer, game->talkco_font, game->large_talkco_font_size);
TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4);
DQN_DEFER {
TELY_Render_PopFont(renderer);
TELY_Render_PopTransform(renderer);
};
// NOTE: Calculate text bounds
struct LineSize {
Dqn_Str8 line;
Dqn_V2 size;
};
Dqn_FArray<LineSize, 8> lines = {};
if (game->play.tutorial_state == FP_GameStateTutorial_ShowPlayer || game->play.tutorial_state == FP_GameStateTutorial_ShowPlayerWait) {
LineSize *line_size = Dqn_FArray_Make(&lines, Dqn_ZeroMem_Yes);
line_size->line = DQN_STR8("Defend Terry's heart from the oncoming cherries!");
} else if (game->play.tutorial_state == FP_GameStateTutorial_ShowBillboardBuild || game->play.tutorial_state == FP_GameStateTutorial_ShowBillboardBuildWait) {
{
LineSize *line_size = Dqn_FArray_Make(&lines, Dqn_ZeroMem_Yes);
line_size->line = DQN_STR8("Lookout for billboards for tips!");
}
{
LineSize *line_size = Dqn_FArray_Make(&lines, Dqn_ZeroMem_Yes);
line_size->line = DQN_STR8("Build buildings to slow cherries down and afford more time");
}
} else {
LineSize *line_size = Dqn_FArray_Make(&lines, Dqn_ZeroMem_Yes);
line_size->line = DQN_STR8("Defeat the cherries spawning from the portals");
}
Dqn_f32 scaled_font_size = TELY_Render_FontSize(renderer) * os->core.dpi_scale;
Dqn_V2 text_bounding_size = {};
text_bounding_size.y = lines.size * scaled_font_size;
for (LineSize &line_size_ : lines) {
LineSize *line_size = &line_size_;
line_size->size = TELY_Asset_MeasureText(assets, TELY_Render_ActiveFont(renderer), line_size->line);
text_bounding_size.x = DQN_MAX(text_bounding_size.x, line_size->size.x);
}
// NOTE: Calculate terry avatar variables
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_terry);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_f32 desired_width = os->core.window_size.x * .1f;
Dqn_f32 tex_scalar = desired_width / tex_rect.size.w;
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * tex_scalar;
dest_rect.pos = Dqn_V2_InitV2I(os->core.window_size) * Dqn_V2_InitNx2(0.5f, 0.8f) - (dest_rect.size * .5f) - Dqn_V2_InitNx2(text_bounding_size.x * .5f, 0.f);
Dqn_Rect terry_bounding_rect = dest_rect;
// NOTE: Draw text
{
Dqn_V2 draw_p = Dqn_Rect_InterpolatedPoint(terry_bounding_rect, Dqn_V2_InitNx2(1.0f, 0.5f));
Dqn_Rect bounding_rect = Dqn_Rect_InitV2x2(draw_p, text_bounding_size);
bounding_rect = Dqn_Rect_ExpandV2(bounding_rect, Dqn_V2_InitNx2(scaled_font_size * 1.5f, scaled_font_size * .1f));
TELY_Render_RectColourV4(renderer, Dqn_Rect_Expand(bounding_rect, 5.f), TELY_RenderShapeMode_Fill, TELY_COLOUR_BLACK_V4);
TELY_Render_RectColourV4(renderer, bounding_rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(maroon_colour, 1.f));
for (LineSize &line_size_ : lines) {
LineSize *line_size = &line_size_;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "%.*s", DQN_STR_FMT(line_size->line));
draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
}
}
// NOTE: Draw terry
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
if (game->play.state == FP_GameState_Pause) {
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4);
DQN_DEFER {
TELY_Render_PopColourV4(renderer);
TELY_Render_PopTransform(renderer);
};
TELY_Render_RectColourV4(
renderer,
Dqn_Rect_InitNx4(0, 0, DQN_CAST(Dqn_f32)os->core.window_size.x, DQN_CAST(Dqn_f32)os->core.window_size.y),
TELY_RenderShapeMode_Fill,
TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, .8f));
Dqn_V2 draw_p = Dqn_V2_InitV2I(os->core.window_size) * Dqn_V2_InitNx2(0.5f, 0.5f);
TELY_Render_PushFontSize(renderer, game->talkco_font, game->xlarge_talkco_font_size);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx1(0.5f), "Paused"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_PopFont(renderer);
TELY_Render_PushFontSize(renderer, game->talkco_font, game->large_talkco_font_size);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx1(0.5f), "Press enter to resume"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer);
if (TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_Return))
game->play.state = FP_GameState_Play;
}
// NOTE: Add scanlines into the game for A E S T H E T I C S ===================================
if (game->play.state == FP_GameState_Play || game->play.state == FP_GameState_Tutorial) {
Dqn_V2 screen_size = Dqn_V2_InitNx2(os->core.window_size.w, os->core.window_size.h);
Dqn_f32 scanline_gap = 4.0f;
Dqn_f32 scanline_thickness = 3.0f;
FP_GameRenderScanlines(renderer, scanline_gap, scanline_thickness, screen_size);
}
if (game->play.state == FP_GameState_IntroScreen || game->play.state == FP_GameState_WinGame || game->play.state == FP_GameState_LoseGame) {
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); };
Dqn_V2I inset = os->core.window_size * .05f;
Dqn_f32 min_inset = DQN_CAST(Dqn_f32)DQN_MIN(inset.x, inset.y);
Dqn_V2 draw_p = Dqn_V2_InitNx2(min_inset, min_inset);
TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4);
Dqn_V4 bg_colour = maroon_colour;
TELY_Render_RectColourV4(
renderer,
Dqn_Rect_InitNx4(0, 0, DQN_CAST(Dqn_f32)os->core.window_size.x, DQN_CAST(Dqn_f32)os->core.window_size.y),
TELY_RenderShapeMode_Fill,
bg_colour);
Dqn_Rect window_rect = Dqn_Rect_InitNx4(0, 0, DQN_CAST(Dqn_f32)os->core.window_size.w, DQN_CAST(Dqn_f32)os->core.window_size.h);
if (game->play.state == FP_GameState_IntroScreen || game->play.state == FP_GameState_LoseGame) {
Dqn_f32 tex_scalar = 0.f;
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_terry);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_f32 desired_width = window_rect.size.x * .25f;
tex_scalar = desired_width / tex_rect.size.w;
}
if (game->play.state == FP_GameState_IntroScreen) {
// NOTE: Draw terry logo ===========================================================
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_terry);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * tex_scalar;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.5f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
} else {
// NOTE: Draw end screen logo ======================================================
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.end_screen);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * (tex_scalar * 1.5f);
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.5f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
// NOTE: Draw cupid arrows around logo =================================================
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_arrows);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * tex_scalar;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.5f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
// NOTE: Draw title text ===============================================================
{
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_title);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * (tex_scalar * 1.5f);
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.20f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
// NOTE: Draw title subtitle ===========================================================
if (game->play.state == FP_GameState_IntroScreen) {
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.intro_screen_subtitle);
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size * tex_scalar;
dest_rect.pos = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.8f)) - (dest_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
TELY_COLOUR_WHITE_V4);
}
TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->font_size);
Dqn_f32 t = (DQN_SINF(DQN_CAST(Dqn_f32)input->timer_s * 5.f) + 1.f) / 2.f;
TELY_Render_PushColourV4(renderer, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, t));
Dqn_V2 text_p = Dqn_Rect_InterpolatedPoint(window_rect, Dqn_V2_InitNx2(0.5f, 0.925f));
TELY_Render_TextF(renderer, text_p, Dqn_V2_InitNx1(0.5f), "Press <B> or <Gamepad: Start> to %s", game->play.state == FP_GameState_IntroScreen ? "start" : "restart");
text_p.y += TELY_Render_ActiveFont(renderer).size * os->core.dpi_scale;
TELY_Render_TextF(renderer, text_p, Dqn_V2_InitNx1(0.5f), "Press <T> or <Gamepad: Select> for the tutorial");
text_p.y += TELY_Render_ActiveFont(renderer).size * os->core.dpi_scale;
TELY_Render_PopColourV4(renderer);
TELY_Render_PopFont(renderer);
if (game->play.state == FP_GameState_LoseGame)
FP_PlayReset(game, os);
FP_ListenForNewPlayerResult new_player = FP_ListenForNewPlayer(input, game, true /*tutorial_is_allowed*/);
if (new_player.yes) {
if (new_player.tutorial_requested) {
game->play.state = FP_GameState_Tutorial;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_GameStart], 1.f);
} else {
game->play.state = FP_GameState_Play;
TELY_Audio_Play(audio, game->audio[FP_GameAudio_GameStart], 1.f);
}
}
} else {
DQN_ASSERT(game->play.state == FP_GameState_WinGame);
TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->large_font_size);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Terry has been saved"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "from his terrible calamity"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_PopFont(renderer);
TELY_Render_PushFontSize(renderer, game->inter_regular_font, game->font_size);
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "He lives for yet another day and another love"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_TextF(renderer, draw_p, Dqn_V2_Zero, "Press enter to restart"); draw_p.y += TELY_Render_FontSize(renderer) * os->core.dpi_scale;
TELY_Render_PopFont(renderer);
TELY_Render_PopColourV4(renderer);
if (TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_Return))
FP_PlayReset(game, os);
}
Dqn_f32 scanline_gap = 4.0f;
Dqn_f32 scanline_thickness = 3.0f;
FP_GameRenderScanlines(renderer, scanline_gap, scanline_thickness, window_rect.size);
}
for (FP_Particle &particle_ : game->play.particles) {
FP_Particle *particle = &particle_;
if (!particle->alive)
continue;
Dqn_usize elapsed_ms = game->play.clock_ms - particle->start_ms;
Dqn_usize duration_ms = particle->end_ms - particle->start_ms;
Dqn_f32 t = DQN_MIN(1.f, elapsed_ms / DQN_CAST(Dqn_f32)duration_ms);
Dqn_V4 colour = {};
colour.r = Dqn_Lerp_F32(particle->colour_begin.r, t, particle->colour_end.r);
colour.b = Dqn_Lerp_F32(particle->colour_begin.b, t, particle->colour_end.b);
colour.g = Dqn_Lerp_F32(particle->colour_begin.g, t, particle->colour_end.g);
colour.a = Dqn_Lerp_F32(particle->colour_begin.a, t, particle->colour_end.a);
if (particle->anim_name.size) {
TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, particle->anim_name);
uint16_t const raw_anim_frame = DQN_CAST(uint16_t)(elapsed_ms / anim->ms_per_frame);
uint16_t anim_frame = raw_anim_frame % anim->count;
Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index + anim_frame];
Dqn_Rect dest_rect = {};
dest_rect.size = tex_rect.size;
dest_rect.pos = particle->pos - (tex_rect.size * .5f);
TELY_Render_TextureColourV4(renderer,
game->atlas_sprite_sheet.tex_handle,
tex_rect,
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotation*/,
colour);
} else {
TELY_Render_CircleColourV4(renderer, particle->pos, 20.f, TELY_RenderShapeMode_Fill, colour);
}
}
// NOTE: Debug UI ==============================================================================
if (TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F1))
game->play.debug_ui = !game->play.debug_ui;
DQN_MSVC_WARNING_PUSH
DQN_MSVC_WARNING_DISABLE(4127) // Conditional expression is constant 'FP_DEVELOPER_MODE'
if (FP_DEVELOPER_MODE && game->play.debug_ui) {
DQN_MSVC_WARNING_POP
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
DQN_DEFER { TELY_Render_PopTransform(renderer); };
// NOTE: Info bar ==========================================================================
Dqn_f32 next_y = 10.f;
{
TELY_RFui_PushPadding(rfui, Dqn_V2_InitNx1(2));
DQN_DEFER { TELY_RFui_PopPadding(rfui); };
TELY_RFui_PushMargin(rfui, Dqn_V2_InitNx1(1));
DQN_DEFER { TELY_RFui_PopMargin(rfui); };
TELY_RFuiResult info_column = TELY_RFui_ColumnReverse(rfui, DQN_STR8("Info Column"));
TELY_RFui_PushParent(rfui, info_column.widget);
DQN_DEFER { TELY_RFui_PopParent(rfui); };
Dqn_V4 bg_colour = TELY_Colour_V4Alpha(TELY_RFui_ActiveBackgroundColourV4(rfui), .7f);
TELY_RFui_PushBackgroundColourV4(rfui, bg_colour);
DQN_DEFER { TELY_RFui_PopBackgroundColourV4(rfui); };
info_column.widget->semantic_position[TELY_RFuiAxis_X].kind = TELY_RFuiPositionKind_Absolute;
info_column.widget->semantic_position[TELY_RFuiAxis_X].value = next_y;
info_column.widget->semantic_position[TELY_RFuiAxis_Y].kind = TELY_RFuiPositionKind_Absolute;
info_column.widget->semantic_position[TELY_RFuiAxis_Y].value = os->core.window_size.h - TELY_Render_FontSize(renderer) * os->core.dpi_scale;
{
TELY_RFuiResult row = TELY_RFui_Row(rfui, DQN_STR8("Info Bar"));
TELY_RFui_PushParent(rfui, row.widget);
DQN_DEFER { TELY_RFui_PopParent(rfui); };
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
Dqn_Str8Builder builder = {};
builder.allocator = scratch.allocator;
Dqn_Str8Builder_AppendF(&builder, "TELY");
if (Dqn_Str8_IsValid(os->core.os_name)) {
Dqn_Str8Builder_AppendF(&builder, " | %.*s", DQN_STR_FMT(os->core.os_name));
}
Dqn_Str8Builder_AppendF(&builder,
" | %dx%d %.1fHz | TSC %.1f GHz",
os->core.window_size.w,
os->core.window_size.h,
os->core.display.refresh_rate,
os->core.tsc_per_second / 1'000'000'000.0);
if (os->core.ram_mb)
Dqn_Str8Builder_AppendF(&builder, " | RAM %.1fGB", os->core.ram_mb / 1024.0);
DQN_MSVC_WARNING_PUSH
DQN_MSVC_WARNING_DISABLE(6272 6271)
// warning C6272: Non-float passed as argument '6' when float is required in call to 'Dqn_Str8Builder_AppendF' Actual type: 'unsigned __int64'.
// warning C6271: Extra argument passed to 'Dqn_Str8Builder_AppendF'.
Dqn_Str8Builder_AppendF(&builder,
" | 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);
DQN_MSVC_WARNING_POP
Dqn_Str8 text = Dqn_Str8Builder_Build(&builder, scratch.allocator);
TELY_RFui_TextBackgroundF(rfui, "%.*s", DQN_STR_FMT(text));
}
TELY_RFui_TextBackgroundF(rfui, "Mouse: %.1f, %.1f", input->mouse_p.x, input->mouse_p.y);
TELY_RFui_TextBackgroundF(rfui, "Camera: %.1f, %.1f", game->play.camera.world_pos.x, game->play.camera.world_pos.y);
TELY_RFui_TextBackgroundF(rfui, "Debug Info");
if (TELY_RFui_ButtonF(rfui, "F1 Debug info").clicked)
game->play.debug_ui = !game->play.debug_ui;
if (TELY_RFui_ButtonF(rfui, "F2 Add coins x10,000").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F2)) {
for (FP_GameEntityHandle player_handle : game->play.players) {
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
player->coins += 10'000;
}
}
if (TELY_RFui_ButtonF(rfui, "F3 Win game").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F3))
game->play.state = FP_GameState_WinGame;
if (TELY_RFui_ButtonF(rfui, "F4 Lose game").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F4))
game->play.state = FP_GameState_LoseGame;
if (TELY_RFui_ButtonF(rfui, "F5 Reset game").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F5))
FP_PlayReset(game, os);
if (TELY_RFui_ButtonF(rfui, "F6 Increase health").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F6)) {
for (FP_GameEntityHandle player_handle : game->play.players) {
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
player->hp_cap += FP_DEFAULT_DAMAGE;
player->hp = player->hp_cap;
}
}
if (TELY_RFui_ButtonF(rfui, "F7 Increase stamina").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F7)) {
for (FP_GameEntityHandle player_handle : game->play.players) {
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
player->stamina_cap += DQN_CAST(uint16_t)(FP_TERRY_DASH_STAMINA_COST * .5f);
player->stamina = player->stamina_cap;
}
}
if (TELY_RFui_ButtonF(rfui, "F8 Increase mobile data").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F8)) {
for (FP_GameEntityHandle player_handle : game->play.players) {
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
player->terry_mobile_data_plan_cap += DQN_KILOBYTES(1);
player->terry_mobile_data_plan = player->terry_mobile_data_plan_cap;
}
}
if (TELY_RFui_ButtonF(rfui, "F9 %s god mode", game->play.god_mode ? "Disable" : "Enable").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F9))
game->play.god_mode = !game->play.god_mode;
if (TELY_RFui_ButtonF(rfui, "F11 Building inventory +1").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_F11)) {
for (FP_GameEntityHandle player_handle : game->play.players) {
FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
player->inventory.clubs += 1;
player->inventory.airports += 1;
player->inventory.churchs += 1;
player->inventory.kennels += 1;
}
}
if (TELY_RFui_ButtonF(rfui, "1 %s HUD", game->play.debug_hide_hud ? "Show" : "Hide").clicked || TELY_Input_ScanKeyIsPressed(input, TELY_InputScanKey_1))
game->play.debug_hide_hud = !game->play.debug_hide_hud;
if (TELY_RFui_ButtonF(rfui, "%s bounding rects", game->play.debug_hide_bounding_rectangles ? "Show" : "Hide").clicked)
game->play.debug_hide_bounding_rectangles = !game->play.debug_hide_bounding_rectangles;
if (TELY_RFui_ButtonF(rfui, "%s mob spawning", game->play.debug_disable_mobs ? "Enable" : "Disable").clicked)
game->play.debug_disable_mobs = !game->play.debug_disable_mobs;
}
if (0) {
next_y += TELY_RFui_ActiveFont(rfui).size;
TELY_RFuiResult bar = TELY_RFui_Column(rfui, DQN_STR8("Memory bar"));
bar.widget->semantic_position[TELY_RFuiAxis_X].kind = TELY_RFuiPositionKind_Absolute;
bar.widget->semantic_position[TELY_RFuiAxis_X].value = 10.f;
bar.widget->semantic_position[TELY_RFuiAxis_Y].kind = TELY_RFuiPositionKind_Absolute;
bar.widget->semantic_position[TELY_RFuiAxis_Y].value = next_y;
TELY_RFui_PushParent(rfui, bar.widget);
DQN_DEFER { TELY_RFui_PopParent(rfui); };
{
Dqn_ArenaInfo arena_info = Dqn_Arena_Info(&os->arena);
DQN_MSVC_WARNING_PUSH
DQN_MSVC_WARNING_DISABLE(6271) // warning C6271: Extra argument passed to 'TELY_RFui_TextF'.
TELY_RFui_TextF(rfui,
"Platform Arena[%I64u]: %_$$d/%_$$d (HWM %_$$d, COMMIT %_$$d)",
os->arena.blocks,
arena_info.used,
arena_info.capacity,
arena_info.used_hwm,
arena_info.commit);
DQN_MSVC_WARNING_POP
next_y += TELY_RFui_ActiveFont(rfui).size;
}
for (Dqn_ArenaCatalogItem *item = g_dqn_library->arena_catalog.sentinel.next; item != &g_dqn_library->arena_catalog.sentinel; item = item->next) {
if (item != g_dqn_library->arena_catalog.sentinel.next)
next_y += TELY_RFui_ActiveFont(rfui).size;
Dqn_Arena *arena = item->arena;
Dqn_ArenaInfo arena_info = Dqn_Arena_Info(arena);
DQN_MSVC_WARNING_PUSH
DQN_MSVC_WARNING_DISABLE(6271) // warning C6271: Extra argument passed to 'TELY_RFui_TextF'.
TELY_RFui_TextF(rfui,
"%.*s[%I64u]: %_$$d/%_$$d (HWM %_$$d, COMMIT %_$$d)",
DQN_STR_FMT(arena->label),
arena->blocks,
arena_info.used,
arena_info.capacity,
arena_info.used_hwm,
arena_info.commit);
DQN_MSVC_WARNING_POP
}
}
// NOTE: Profiler
if (0) {
next_y += TELY_RFui_ActiveFont(rfui).size;
TELY_RFuiResult profiler_layout = TELY_RFui_Column(rfui, DQN_STR8("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 = next_y;
TELY_RFui_PushParent(rfui, profiler_layout.widget);
DQN_DEFER { TELY_RFui_PopParent(rfui); };
// TODO(doyle): On emscripten we need to use Dqn_OS_PerfCounterNow() however those
// require OS functions which need to be exposed into the os layer.
#if 0
Dqn_f64 const tsc_frequency = DQN_CAST(Dqn_f64)TELY_OS_PerfCounterFrequency(&os->core);
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 / tsc_frequency;
if (tsc_exclusive == tsc_inclusive) {
TELY_RFui_TextF(rfui,
"%.*s[%u]: %.1fms",
DQN_STR_FMT(anchor->name),
anchor->hit_count,
tsc_exclusive_milliseconds);
} else {
Dqn_f64 tsc_inclusive_milliseconds = tsc_inclusive * 1000 / tsc_frequency;
TELY_RFui_TextF(rfui,
"%.*s[%u]: %.1f/%.1fms",
DQN_STR_FMT(anchor->name),
anchor->hit_count,
tsc_exclusive_milliseconds,
tsc_inclusive_milliseconds);
}
}
#endif
}
TELY_RFui_Flush(rfui, renderer, input, assets);
}
}
TELY_OS_DLL_FUNCTION
void TELY_OS_DLLFrameUpdate(TELY_OS *os)
{
TELY_Input *input = &os->input;
TELY_Renderer *renderer = &os->renderer;
FP_Game *game = DQN_CAST(FP_Game *) os->user_data;
// =============================================================================================
game->play.prev_clicked_entity = game->play.clicked_entity;
game->play.prev_hot_entity = game->play.hot_entity;
game->play.prev_active_entity = game->play.active_entity;
game->play.hot_entity = {};
game->play.active_entity = {};
Dqn_FArray_Clear(&game->play.parent_entity_stack);
Dqn_FArray_Add(&game->play.parent_entity_stack, game->play.root_entity->handle);
// =============================================================================================
if (game->play.state == FP_GameState_Play || game->play.state == FP_GameState_Tutorial) {
if (TELY_Input_KeyWasDown(input->mouse_keys[TELY_InputMouseKey_Left]) && TELY_Input_KeyIsDown(input->mouse_keys[TELY_InputMouseKey_Left])) {
if (game->play.prev_active_entity.id)
game->play.active_entity = game->play.prev_active_entity;
} else {
FP_GameCameraM2x3 const camera_xforms = FP_Game_CameraModelViewM2x3(game->play.camera);
Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(camera_xforms.view_model, input->mouse_p);
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->play.root_entity); ) {
DQN_ASSERT(it.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->play.hot_entity = entity->handle;
if (TELY_Input_KeyIsPressed(input->mouse_keys[TELY_InputMouseKey_Left])) {
game->play.active_entity = entity->handle;
game->play.clicked_entity = entity->handle;
}
}
}
}
TELY_Audio *audio = &os->audio;
for (game->play.delta_s_accumulator += DQN_CAST(Dqn_f32)input->delta_s;
game->play.delta_s_accumulator > FP_GAME_PHYSICS_STEP;
game->play.delta_s_accumulator -= FP_GAME_PHYSICS_STEP) {
FP_Update(os, game, input, audio);
}
FP_Render(game, os, renderer, audio);
}