feely_pona/feely_pona_entity_create.cpp

588 lines
28 KiB
C++

#if defined(_CLANGD)
#pragma once
#include "feely_pona_unity.h"
#endif
static void FP_Entity_AddDebugEditorFlags(FP_Game *game, FP_GameEntityHandle handle)
{
FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
if (!FP_Game_IsNilEntity(entity)) {
entity->flags |= FP_GameEntityFlag_Clickable;
entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
entity->flags |= FP_GameEntityFlag_MoveByMouse;
entity->flags |= FP_GameEntityFlag_MoveByGamepad;
}
}
static FP_GameEntityHandle FP_Entity_CreateWaypointF(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->local_pos = pos;
entity->local_hit_box_size = Dqn_V2_InitNx1(32);
FP_Entity_AddDebugEditorFlags(game, entity->handle);
entity->flags |= FP_GameEntityFlag_MobSpawnerWaypoint;
return result;
}
static FP_GameEntityHandle FP_Entity_CreateClinger(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_Clinger;
entity->is_dying = false;
entity->base_acceleration_per_s.meters = 8.f;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
entity->attack_cooldown_ms = 1000;
entity->faction = FP_GameEntityFaction_Foe;
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.7f, entity->sprite_height.meters * .5f);
FP_Entity_AddDebugEditorFlags(game, entity->handle);
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
return result;
}
static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_Smoochie;
entity->base_acceleration_per_s.meters = 8.f;
entity->is_dying = false;
entity->local_pos = pos;
entity->attack_cooldown_ms = 1000;
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.7f, entity->sprite_height.meters * .6f);
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, entity->handle);
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable;
entity->faction = FP_GameEntityFaction_Foe;
return result;
}
static FP_GameEntityHandle FP_Entity_CreateCatfish(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_Catfish;
entity->base_acceleration_per_s.meters = 8.f;
entity->is_dying = false;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
entity->attack_cooldown_ms = 1000;
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.7f, entity->sprite_height.meters * .6f);
FP_Entity_AddDebugEditorFlags(game, entity->handle);
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable;
entity->faction = FP_GameEntityFaction_Foe;
return result;
}
static FP_GameEntityHandle FP_Entity_CreateWallAtPos(FP_Game *game, Dqn_Str8 name, Dqn_V2 pos, Dqn_V2 size)
{
FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, name.data);
FP_GameEntityHandle result = entity->handle;
entity->local_pos = pos;
entity->local_hit_box_size = size;
FP_Entity_AddDebugEditorFlags(game, entity->handle);
entity->flags |= FP_GameEntityFlag_NonTraversable;
FP_GameShape *wall = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
wall->type = FP_GameShapeType_Rect;
wall->p2 = entity->local_hit_box_size;
wall->colour = TELY_COLOUR_GREEN_DARK_KHAKI_V4;
return result;
}
static FP_GameEntityHandle FP_Entity_CreatePermittedBuildZone(FP_Game *game, Dqn_V2 pos, Dqn_V2 size, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->local_pos = pos;
entity->local_hit_box_size = size;
entity->type = FP_EntityType_Nil;
entity->flags |= FP_GameEntityFlag_BuildZone;
FP_Entity_AddDebugEditorFlags(game, entity->handle);
return result;
}
static FP_GameEntityHandle FP_Entity_CreateMobSpawner(FP_Game *game, Dqn_V2 pos, Dqn_usize spawn_cap, char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_MobSpawner;
entity->local_pos = pos;
entity->local_hit_box_size = Dqn_V2_InitNx1(32);
FP_Entity_AddDebugEditorFlags(game, result);
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
entity->spawn_cap = spawn_cap;
entity->spawn_list = FP_SentinelList_Init<FP_GameEntityHandle>(game->play.chunk_pool);
return result;
}
static FP_GameEntityHandle FP_Entity_CreateTerryInternal(FP_Game *game, Dqn_V2 pos, bool is_perry, DQN_FMT_ATTRIB char const *fmt, va_list args)
{
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
entity->type = is_perry ? FP_EntityType_Perry : FP_EntityType_Terry;
entity->local_pos = pos;
entity->base_acceleration_per_s.meters = 16.f;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
entity->attack_cooldown_ms = 500;
entity->local_hit_box_size = FP_Game_MetersToPixelsNx2(game->play, 0.5f, entity->sprite_height.meters * .6f);
entity->hp_cap = FP_DEFAULT_DAMAGE * 3;
entity->hp = entity->hp_cap;
entity->coins = 10;
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable;
entity->flags |= FP_GameEntityFlag_CameraTracking;
entity->flags |= FP_GameEntityFlag_RecoversHP;
entity->flags |= FP_GameEntityFlag_HasShadow;
entity->terry_mobile_data_plan_cap = DQN_KILOBYTES(6);
entity->terry_mobile_data_plan = entity->terry_mobile_data_plan_cap;
entity->faction = FP_GameEntityFaction_Friendly;
return result;
}
static FP_GameEntityHandle FP_Entity_CreateTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntityHandle result = FP_Entity_CreateTerryInternal(game, pos, false /*is_perry*/, fmt, args);
va_end(args);
return result;
}
static FP_GameEntityHandle FP_Entity_CreatePerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntityHandle result = FP_Entity_CreateTerryInternal(game, pos, true /*is_perry*/, fmt, args);
va_end(args);
return result;
}
static FP_GameEntityHandle FP_Entity_CreateMerchantTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_MerchantTerry;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_graveyard);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .15f);
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreateMerchantGraveyard(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_MerchantGraveyard;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_graveyard);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f);
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .5f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreateMerchantGym(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_MerchantGym;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_gym);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .3f);
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .6f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreateMerchantPhoneCompany(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_MerchantPhoneCompany;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.merchant_phone_company);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .15f);
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreateClubTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_ClubTerry;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.club_terry_alive);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f);
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreateHeart(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_Heart;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable;
entity->flags |= FP_GameEntityFlag_RecoversHP;
entity->hp_cap = FP_DEFAULT_DAMAGE * 32;
entity->hp = entity->hp_cap;
entity->faction = FP_GameEntityFaction_Friendly;
entity->hp_recover_every_n_ticks *= 4;
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.heart);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .15f);
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w - (sprite_rect_scaled.w * .3f), sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreateChurchTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_ChurchTerry;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.church_terry_alive);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f);
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreateKennelTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_KennelTerry;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.church_terry_alive);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f);
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreateAirportTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_AirportTerry;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_NonTraversable;
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.church_terry_alive);
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, sprite_rect_scaled.h * .1f);
entity->local_hit_box_size = Dqn_V2_InitNx2(sprite_rect_scaled.w, sprite_rect_scaled.h - (sprite_rect_scaled.h * .4f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreatePhoneMessageProjectile(FP_Game *game, FP_GameEntityHandle owner, Dqn_V2 pos, Dqn_V2 velocity, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_PhoneMessageProjectile;
entity->constant_acceleration_per_s = velocity;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->flags |= FP_GameEntityFlag_TTL;
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, render_data.render_size.h * .1f);
entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f));
entity->attack_box_offset = entity->local_hit_box_offset;
entity->attack_box_size = entity->local_hit_box_size;
entity->ttl_end_timestamp = game->play.clock_ms + 1000;
entity->projectile_owner = owner;
entity->faction = FP_GameEntityFaction_Friendly;
return result;
}
static FP_GameEntityHandle FP_Entity_CreatePortalMonkey(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_PortalMonkey;
entity->local_pos = pos;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
FP_Entity_AddDebugEditorFlags(game, result);
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, render_data.render_size.h * .1f);
entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f));
return result;
}
static FP_GameEntityHandle FP_Entity_CreateAirportTerryPlane(FP_Game *game, Dqn_V2 pos, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->type = FP_EntityType_AirportTerryPlane;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, 0, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
entity->local_pos = pos;
entity->flags |= FP_GameEntityFlag_NoClip;
FP_Entity_AddDebugEditorFlags(game, result);
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, render_data.render_size.h * .1f);
entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f));
entity->base_acceleration_per_s.meters = 32.f;
return result;
}
static FP_GameEntityHandle FP_Entity_CreateBillboard(FP_Game *game, Dqn_V2 pos, FP_EntityBillboardState state, DQN_FMT_ATTRIB char const *fmt, ...)
{
va_list args;
va_start(args, fmt);
FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
FP_GameEntityHandle result = entity->handle;
va_end(args);
entity->action.state = state;
entity->action.next_state = state;
entity->type = FP_EntityType_Billboard;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, state, FP_GameDirection_Down);
entity->sprite_height = render_data.height;
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
FP_Game_EntityActionReset(game, result, duration_ms, render_data.sprite);
entity->local_pos = pos;
FP_Entity_AddDebugEditorFlags(game, result);
entity->local_hit_box_offset = Dqn_V2_InitNx2(0, render_data.render_size.h * .1f);
entity->local_hit_box_size = Dqn_V2_InitNx2(render_data.render_size.w, render_data.render_size.h - (render_data.render_size.h * .4f));
return result;
}