2403 lines
129 KiB
C++
2403 lines
129 KiB
C++
#if defined(__clang__)
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#pragma once
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#include "feely_pona_unity.h"
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#endif
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Dqn_f32 const PHYSICS_STEP = 1 / 60.f;
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Dqn_Rect FP_Game_GetBuildingPlacementRectForEntity(FP_Game *game, FP_GamePlaceableBuilding placeable_building, FP_GameEntityHandle handle)
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{
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Dqn_Rect result = {};
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FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
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if (FP_Game_IsNilEntity(entity))
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return result;
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FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
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Dqn_Rect box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
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Dqn_V2 build_p = {};
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switch (entity->direction) {
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case FP_GameDirection_Up: {
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build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.5f, 0.f)) - Dqn_V2_InitNx2(0.f, render_data.render_size.h * .5f + 10.f);
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} break;
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case FP_GameDirection_Down: {
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build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.5f, 1.f)) + Dqn_V2_InitNx2(0.f, render_data.render_size.h * .5f + 10.f);
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} break;
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case FP_GameDirection_Left: {
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build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(0.0f, 0.5f)) - Dqn_V2_InitNx2(render_data.render_size.w * .5f + 10.f, 0);
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} break;
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case FP_GameDirection_Right: {
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build_p = Dqn_Rect_InterpolatedPoint(box, Dqn_V2_InitNx2(1.f, 0.5f)) + Dqn_V2_InitNx2(render_data.render_size.w * .5f + 10.f, 0);
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} break;
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case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
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}
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result.size = render_data.render_size;
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result.pos = build_p - (render_data.render_size * .5f);
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return result;
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}
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TELY_AssetSpriteSheet FP_LoadSpriteSheetFromSpec(TELY_Platform *platform, TELY_Assets *assets, Dqn_Arena *arena, Dqn_String8 sheet_name)
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{
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TELY_AssetSpriteSheet result = {};
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Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(arena);
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result.sprite_size = Dqn_V2I_InitNx2(185, 170);
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result.type = TELY_AssetSpriteSheetType_Rects;
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// NOTE: Load the sprite meta file =========================================================
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Dqn_String8 sprite_spec_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s.txt", DQN_STRING_FMT(assets->textures_dir), DQN_STRING_FMT(sheet_name));
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Dqn_String8 sprite_spec_buffer = platform->func_load_file(scratch.arena, sprite_spec_path);
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Dqn_String8SplitAllocResult lines = Dqn_String8_SplitAlloc(scratch.allocator, sprite_spec_buffer, DQN_STRING8("\n"));
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Dqn_usize sprite_rect_index = 0;
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Dqn_usize sprite_anim_index = 0;
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DQN_FOR_UINDEX(line_index, lines.size) {
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Dqn_String8 line = lines.data[line_index];
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Dqn_String8SplitAllocResult line_splits = Dqn_String8_SplitAlloc(scratch.allocator, line, DQN_STRING8(";"));
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if (line_index == 0) {
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DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for @file lines");
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DQN_ASSERT(Dqn_String8_StartsWith(line_splits.data[0], DQN_STRING8("@file"), Dqn_String8EqCase_Sensitive));
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// NOTE: Sprite sheet path
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Dqn_String8 sprite_sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s", DQN_STRING_FMT(assets->textures_dir), DQN_STRING_FMT(line_splits.data[1]));
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result.tex_handle = platform->func_load_texture(assets, sheet_name, sprite_sheet_path);
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DQN_ASSERTF(Dqn_Fs_Exists(sprite_sheet_path), "Required file does not exist '%.*s'", DQN_STRING_FMT(sprite_sheet_path));
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// NOTE: Total sprite frame count
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Dqn_String8ToU64Result total_frame_count = Dqn_String8_ToU64(line_splits.data[2], 0);
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DQN_ASSERT(total_frame_count.success);
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result.rects = Dqn_Slice_Alloc<Dqn_Rect>(arena, total_frame_count.value, Dqn_ZeroMem_No);
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// NOTE: Total animation count
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Dqn_String8ToU64Result total_anim_count = Dqn_String8_ToU64(line_splits.data[3], 0);
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DQN_ASSERT(total_anim_count.success);
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result.anims = Dqn_Slice_Alloc<TELY_AssetSpriteAnimation>(arena, total_anim_count.value, Dqn_ZeroMem_No);
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// TODO: Sprite size?
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// TODO: Texture name?
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continue;
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}
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if (Dqn_String8_StartsWith(line, DQN_STRING8("@anim"))) {
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DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for @anim lines");
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Dqn_String8 anim_name = line_splits.data[1];
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Dqn_String8ToU64Result frames_per_second = Dqn_String8_ToU64(line_splits.data[2], 0);
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Dqn_String8ToU64Result frame_count = Dqn_String8_ToU64(line_splits.data[3], 0);
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DQN_ASSERT(anim_name.size);
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DQN_ASSERT(frame_count.success);
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DQN_ASSERT(frames_per_second.success);
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Dqn_Allocator allocator = Dqn_Arena_Allocator(arena);
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TELY_AssetSpriteAnimation *anim = result.anims.data + sprite_anim_index++;
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anim->label = Dqn_String8_Copy(allocator, anim_name);
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anim->index = DQN_CAST(uint16_t)sprite_rect_index;
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anim->count = DQN_CAST(uint16_t)frame_count.value;
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anim->ms_per_frame = DQN_CAST(uint32_t)(1000.f / frames_per_second.value);
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DQN_ASSERT(anim->ms_per_frame != 0);
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} else {
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DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for sprite frame lines");
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Dqn_String8ToU64Result x = Dqn_String8_ToU64(line_splits.data[0], 0);
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Dqn_String8ToU64Result y = Dqn_String8_ToU64(line_splits.data[1], 0);
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Dqn_String8ToU64Result w = Dqn_String8_ToU64(line_splits.data[2], 0);
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Dqn_String8ToU64Result h = Dqn_String8_ToU64(line_splits.data[3], 0);
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DQN_ASSERT(x.success);
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DQN_ASSERT(y.success);
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DQN_ASSERT(w.success);
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DQN_ASSERT(h.success);
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result.rects.data[sprite_rect_index++] =
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Dqn_Rect_InitNx4(DQN_CAST(Dqn_f32) x.value,
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DQN_CAST(Dqn_f32) y.value,
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DQN_CAST(Dqn_f32) w.value,
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DQN_CAST(Dqn_f32) h.value);
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}
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}
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DQN_ASSERT(result.rects.size == sprite_rect_index);
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DQN_ASSERT(result.anims.size == sprite_anim_index);
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return result;
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}
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static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle, Dqn_V2 acceleration_meters_per_s)
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{
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// f"(t) = a
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// f'(t) = at + v
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// f (t) = 0.5f*a(t^2) + vt + p
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FP_GameEntity *entity = FP_Game_GetEntity(game, entity_handle);
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if (FP_Game_IsNilEntity(entity))
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return;
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Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(PHYSICS_STEP);
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Dqn_f32 t_squared = DQN_SQUARED(t);
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Dqn_f32 velocity_falloff_coefficient = 0.82f;
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Dqn_f32 acceleration_feel_good_factor = 15'000.f;
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Dqn_V2 acceleration = FP_Game_MetersToPixelsV2(game, acceleration_meters_per_s) * acceleration_feel_good_factor;
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entity->velocity = (acceleration * t) + entity->velocity * velocity_falloff_coefficient;
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// NOTE: Zero out velocity with epsilon
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if (DQN_ABS(entity->velocity.x) < 5.f)
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entity->velocity.x = 0.f;
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if (DQN_ABS(entity->velocity.y) < 5.f)
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entity->velocity.y = 0.f;
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Dqn_V2 delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t);
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Dqn_Rect entity_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
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Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
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Dqn_V2 entity_new_pos = entity_pos + delta_pos;
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Dqn_f32 const SENTINEL_T = 999.f;
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Dqn_f32 global_earliest_t = SENTINEL_T;
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Dqn_V2 global_earliest_pos_just_before_collide = {};
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for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->root_entity); ) {
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FP_GameEntity *collider = collider_it.entity;
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if (collider->handle == entity->handle)
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continue;
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// TODO(doyle): Calculate the list of collidables at the start of the frame
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if ((collider->flags & FP_GameEntityFlag_NonTraversable) == 0)
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continue;
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bool entity_collides_with_collider = true;
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switch (entity->type) {
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case FP_EntityType_Catfish: /*FALLTHRU*/
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case FP_EntityType_Smoochie: /*FALLTHRU*/
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case FP_EntityType_Clinger: {
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if (collider->type == FP_EntityType_Smoochie || collider->type == FP_EntityType_Clinger || collider->type == FP_EntityType_Catfish)
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entity_collides_with_collider = false;
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} break;
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case FP_EntityType_Terry: {
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// NOTE: Don't collide with mobs when dashing (e.g. phase through)
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FP_EntityTerryState state = *DQN_CAST(FP_EntityTerryState *)&entity->action.state;
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if (state == FP_EntityTerryState_Dash) {
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if (collider->type == FP_EntityType_Smoochie || collider->type == FP_EntityType_Clinger || collider->type == FP_EntityType_Catfish)
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entity_collides_with_collider = false;
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}
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} break;
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case FP_EntityType_Nil: break;
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case FP_EntityType_MerchantTerry: break;
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case FP_EntityType_Count: break;
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case FP_EntityType_ClubTerry: break;
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case FP_EntityType_Map: break;
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case FP_EntityType_MerchantGraveyard: break;
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case FP_EntityType_MerchantGym: break;
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case FP_EntityType_MerchantPhoneCompany: break;
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case FP_EntityType_Heart: break;
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case FP_EntityType_AirportTerry: break;
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case FP_EntityType_ChurchTerry: break;
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case FP_EntityType_KennelTerry: break;
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case FP_EntityType_PhoneMessageProjectile: break;
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}
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if (!entity_collides_with_collider)
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continue;
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// NOTE: Sweep collider with half the radius of the source entity
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Dqn_Rect collider_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, collider->handle);
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if (Dqn_V2_Area(collider_world_hit_box.size) <= 0)
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continue;
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Dqn_Rect swept_collider_world_hit_box = collider_world_hit_box;
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swept_collider_world_hit_box.pos -= (entity_world_hit_box.size * .5f);
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swept_collider_world_hit_box.size += entity_world_hit_box.size;
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if (!Dqn_Rect_ContainsPoint(swept_collider_world_hit_box, entity_new_pos))
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continue;
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Dqn_f32 collider_left_wall_x = swept_collider_world_hit_box.pos.x;
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Dqn_f32 collider_right_wall_x = swept_collider_world_hit_box.pos.x + swept_collider_world_hit_box.size.w;
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Dqn_f32 collider_top_wall_y = swept_collider_world_hit_box.pos.y;
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Dqn_f32 collider_bottom_wall_y = swept_collider_world_hit_box.pos.y + swept_collider_world_hit_box.size.h;
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Dqn_V2 o = entity_pos;
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Dqn_V2 d = delta_pos;
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// NOTE: Solve collision by determining the 't' value at which
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// we hit one of the walls of the collider and move the entity
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// at exactly that point.
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// O + td = x
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// td = x - O
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// t = (x - O) / d
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Dqn_f32 earliest_t = SENTINEL_T;
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if (d.x != 0.f) {
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Dqn_f32 left_t = (collider_left_wall_x - o.x) / d.x;
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Dqn_f32 right_t = (collider_right_wall_x - o.x) / d.x;
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if (left_t >= 0.f && left_t <= 1.f)
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earliest_t = DQN_MIN(earliest_t, left_t);
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if (right_t >= 0.f && right_t <= 1.f)
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earliest_t = DQN_MIN(earliest_t, right_t);
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}
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if (d.y != 0.f) {
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Dqn_f32 top_t = (collider_top_wall_y - o.y) / d.y;
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Dqn_f32 bottom_t = (collider_bottom_wall_y - o.y) / d.y;
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if (top_t >= 0.f && top_t <= 1.f)
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earliest_t = DQN_MIN(earliest_t, top_t);
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if (bottom_t >= 0.f && bottom_t <= 1.f)
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earliest_t = DQN_MIN(earliest_t, bottom_t);
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}
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if (earliest_t < global_earliest_t) {
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global_earliest_t = earliest_t;
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global_earliest_pos_just_before_collide = entity_pos + (d * earliest_t);
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}
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}
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if (global_earliest_t == SENTINEL_T) {
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entity->local_pos += delta_pos;
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} else {
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Dqn_V2 new_delta_pos = global_earliest_pos_just_before_collide - entity_pos;
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entity->local_pos += new_delta_pos;
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}
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}
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extern "C" __declspec(dllexport)
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void TELY_DLL_Reload(void *user_data)
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{
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TELY_Platform *platform = DQN_CAST(TELY_Platform *)user_data;
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Dqn_Library_SetPointer(platform->core.dqn_lib);
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}
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extern "C" __declspec(dllexport)
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void TELY_DLL_Init(void *user_data)
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{
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TELY_Platform *platform = DQN_CAST(TELY_Platform *)user_data;
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TELY_DLL_Reload(user_data);
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FP_UnitTests(platform);
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// NOTE: TELY Game =============================================================================
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TELY_Assets *assets = &platform->assets;
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FP_Game *game = Dqn_Arena_New(&platform->arena, FP_Game, Dqn_ZeroMem_Yes);
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game->chunk_pool = &platform->chunk_pool;
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game->meters_to_pixels = 65.416f;
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Dqn_PCG32_Seed(&game->rng, 0xABCDEF);
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platform->user_data = game;
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{
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TELY_AssetSpriteSheet *sheet = &game->hero_sprite_sheet;
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Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
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Dqn_String8 sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/adventurer-v1.5-sheet.png", DQN_STRING_FMT(assets->textures_dir));
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sheet->tex_handle = platform->func_load_texture(assets, DQN_STRING8("Hero"), sheet_path);
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sheet->sprite_count = 109;
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sheet->sprites_per_row = 7;
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sheet->sprite_size = Dqn_V2I_InitNx2(50, 37);
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TELY_AssetSpriteAnimation hero_anims[] = {
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{DQN_STRING8("Everything"), /*index*/ 0, /*count*/ sheet->sprite_count, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Idle"), /*index*/ 0, /*count*/ 3, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 4.f)},
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{DQN_STRING8("Run"), /*index*/ 8, /*count*/ 6, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 8.f)},
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{DQN_STRING8("Jump"), /*index*/ 14, /*count*/ 10, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Floor slide"), /*index*/ 24, /*count*/ 5, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Unknown"), /*index*/ 29, /*count*/ 9, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Attack A"), /*index*/ 42, /*count*/ 7, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Attack B"), /*index*/ 49, /*count*/ 4, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 8.f)},
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{DQN_STRING8("Attack C"), /*index*/ 53, /*count*/ 6, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Hurt A"), /*index*/ 59, /*count*/ 5, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Hurt B"), /*index*/ 64, /*count*/ 5, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Unsheath sword"), /*index*/ 69, /*count*/ 4, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Sheath sword"), /*index*/ 73, /*count*/ 4, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Air drift"), /*index*/ 77, /*count*/ 2, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Air drop"), /*index*/ 79, /*count*/ 2, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Ladder climb"), /*index*/ 81, /*count*/ 4, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Chi push"), /*index*/ 85, /*count*/ 8, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Leap slice A"), /*index*/ 93, /*count*/ 7, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Leap slice B"), /*index*/ 100, /*count*/ 3, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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{DQN_STRING8("Leap slice C"), /*index*/ 103, /*count*/ 6, /*ms_per_frame*/ DQN_CAST(uint32_t)(1000.f / 12.f)},
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};
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game->hero_sprite_anims = Dqn_Slice_Alloc<TELY_AssetSpriteAnimation>(&platform->arena, DQN_ARRAY_UCOUNT(hero_anims), Dqn_ZeroMem_No);
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DQN_MEMCPY(game->hero_sprite_anims.data, &hero_anims, sizeof(hero_anims[0]) * DQN_ARRAY_UCOUNT(hero_anims));
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}
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// NOTE: Load sprite sheets ====================================================================
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game->atlas_sprite_sheet = FP_LoadSpriteSheetFromSpec(platform, assets, &platform->arena, DQN_STRING8("atlas"));
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game->entities = Dqn_VArray_Init<FP_GameEntity>(&platform->arena, 1024 * 8);
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game->root_entity = Dqn_VArray_Make(&game->entities, Dqn_ZeroMem_No);
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Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle);
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// NOTE: Map ===================================================================================
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{
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TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.map);
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Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Map");
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entity->type = FP_EntityType_Map;
|
|
entity->sprite_height = FP_Entity_GetRenderData(game, entity->type, 0 /*state*/, FP_GameDirection_Down).height;
|
|
entity->local_pos = {};
|
|
|
|
Dqn_f32 size_scale = FP_Entity_CalcSpriteScaleForDesiredHeight(game, entity->sprite_height, sprite_rect);
|
|
Dqn_V2 sprite_rect_scaled = sprite_rect.size * size_scale;
|
|
|
|
entity->local_hit_box_size = sprite_rect_scaled;
|
|
FP_Entity_AddDebugEditorFlags(game, entity->handle);
|
|
|
|
game->map = entity;
|
|
}
|
|
|
|
// NOTE: Map walls =============================================================================
|
|
FP_GameEntity const *map = game->map;
|
|
Dqn_Rect const map_hit_box = FP_Game_CalcEntityWorldHitBox(game, map->handle);
|
|
{
|
|
Dqn_f32 wall_thickness = FP_Game_MetersToPixelsNx1(game, 1.f);
|
|
Dqn_f32 half_wall_thickness = wall_thickness * .5f;
|
|
|
|
FP_Entity_CreateWallAtPos(game,
|
|
DQN_STRING8("Left Wall"),
|
|
Dqn_Rect_InterpolatedPoint(map_hit_box, Dqn_V2_InitNx2(0.f, 0.5f)) - Dqn_V2_InitNx2(half_wall_thickness, 0.f),
|
|
Dqn_V2_InitNx2(wall_thickness, map_hit_box.size.h));
|
|
|
|
FP_Entity_CreateWallAtPos(game,
|
|
DQN_STRING8("Right Wall"),
|
|
Dqn_Rect_InterpolatedPoint(map_hit_box, Dqn_V2_InitNx2(1.f, 0.5f)) + Dqn_V2_InitNx2(half_wall_thickness, 0.f),
|
|
Dqn_V2_InitNx2(wall_thickness, map_hit_box.size.h));
|
|
|
|
FP_Entity_CreateWallAtPos(game,
|
|
DQN_STRING8("Top Wall"),
|
|
Dqn_Rect_InterpolatedPoint(map_hit_box, Dqn_V2_InitNx2(0.5f, 0.f)) - Dqn_V2_InitNx2(0.f, half_wall_thickness),
|
|
Dqn_V2_InitNx2(map_hit_box.size.w, wall_thickness));
|
|
|
|
FP_Entity_CreateWallAtPos(game,
|
|
DQN_STRING8("Bottom Wall"),
|
|
Dqn_Rect_InterpolatedPoint(map_hit_box, Dqn_V2_InitNx2(0.5f, 1.f)) + Dqn_V2_InitNx2(0.f, half_wall_thickness),
|
|
Dqn_V2_InitNx2(map_hit_box.size.w, wall_thickness));
|
|
}
|
|
|
|
// NOTE: Map building zones
|
|
{
|
|
{
|
|
FP_Entity_CreatePermittedBuildZone(game,
|
|
Dqn_V2_InitNx2(0.f, -1206),
|
|
Dqn_V2_InitNx2(map_hit_box.size.w, 335),
|
|
"Building Zone");
|
|
}
|
|
|
|
{
|
|
FP_Entity_CreatePermittedBuildZone(game,
|
|
Dqn_V2_InitNx2(-839.9, -460),
|
|
Dqn_V2_InitNx2(2991.3, 670),
|
|
"Building Zone");
|
|
}
|
|
|
|
{
|
|
FP_Entity_CreatePermittedBuildZone(game,
|
|
Dqn_V2_InitNx2(-839.9, 460),
|
|
Dqn_V2_InitNx2(2991.3, 670),
|
|
"Building Zone");
|
|
}
|
|
|
|
{
|
|
FP_Entity_CreatePermittedBuildZone(game,
|
|
Dqn_V2_InitNx2(0.f, 1200),
|
|
Dqn_V2_InitNx2(map_hit_box.size.w, 335),
|
|
"Building Zone");
|
|
}
|
|
}
|
|
|
|
// NOTE: Hero ==================================================================================
|
|
{
|
|
FP_GameEntityHandle terry = FP_Entity_CreateTerry(game, Dqn_V2_InitNx2(1434, 11), "Terry");
|
|
game->clicked_entity = terry;
|
|
game->player = terry;
|
|
}
|
|
|
|
{
|
|
Dqn_V2 base_top_left_pos = Dqn_V2_InitNx2(1018, -335);
|
|
Dqn_V2 base_bottom_right_pos = Dqn_V2_InitNx2(2118, +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);
|
|
|
|
FP_Entity_CreateMerchantTerry(game, base_top_left, "Merchant");
|
|
FP_Entity_CreateMerchantGraveyard(game, base_bottom_left, "Graveyard");
|
|
FP_Entity_CreateMerchantGym(game, base_bottom_right, "Gym");
|
|
FP_Entity_CreateMerchantPhoneCompany(game, base_top_right, "PhoneCompany");
|
|
}
|
|
|
|
FP_Entity_CreateClubTerry(game, Dqn_V2_InitNx2(567, -191), "Club Terry");
|
|
|
|
game->tile_size = 37;
|
|
Dqn_V2I max_tile = platform->core.window_size / game->tile_size;
|
|
|
|
// NOTE: Mid lane mob spawner ==================================================================
|
|
Dqn_V2 base_mid_p = Dqn_V2_InitNx2(1580, 0.f);
|
|
Dqn_V2 mid_lane_mob_spawner_pos = Dqn_V2_InitNx2(game->map->local_hit_box_size.w * -0.5f, 0.f);
|
|
Dqn_usize spawn_cap = 16;
|
|
{
|
|
FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, mid_lane_mob_spawner_pos, spawn_cap, "Mob spawner");
|
|
FP_Game_PushParentEntity(game, mob_spawner);
|
|
FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-mid_lane_mob_spawner_pos.x + base_mid_p.x, base_mid_p.y), "Waypoint");
|
|
FP_Game_PopParentEntity(game);
|
|
|
|
}
|
|
|
|
// NOTE: Bottom lane spawner ===================================================================
|
|
Dqn_V2 bottom_lane_mob_spawner_pos = Dqn_V2_InitNx2(mid_lane_mob_spawner_pos.x, mid_lane_mob_spawner_pos.y + 932.f);
|
|
{
|
|
FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, bottom_lane_mob_spawner_pos, spawn_cap, "Mob spawner");
|
|
FP_Game_PushParentEntity(game, mob_spawner);
|
|
FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-bottom_lane_mob_spawner_pos.x + base_mid_p.x, 0.f), "Waypoint");
|
|
FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-bottom_lane_mob_spawner_pos.x + base_mid_p.x, -932.f), "Waypoint");
|
|
FP_Game_PopParentEntity(game);
|
|
}
|
|
|
|
// NOTE: Top lane spawner ===================================================================
|
|
Dqn_V2 top_lane_mob_spawner_pos = Dqn_V2_InitNx2(mid_lane_mob_spawner_pos.x, mid_lane_mob_spawner_pos.y - 915.f);
|
|
{
|
|
FP_GameEntityHandle mob_spawner = FP_Entity_CreateMobSpawner(game, top_lane_mob_spawner_pos, spawn_cap, "Mob spawner");
|
|
FP_Game_PushParentEntity(game, mob_spawner);
|
|
FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-top_lane_mob_spawner_pos.x + base_mid_p.x, 0.f), "Waypoint");
|
|
FP_Entity_CreateWaypointF(game, Dqn_V2_InitNx2(-top_lane_mob_spawner_pos.x + base_mid_p.x, +915.f), "Waypoint");
|
|
FP_Game_PopParentEntity(game);
|
|
}
|
|
|
|
FP_Entity_CreateHeart(game, base_mid_p, "Heart");
|
|
|
|
|
|
uint16_t font_size = 18;
|
|
game->camera.scale = Dqn_V2_InitNx1(1);
|
|
game->inter_regular_font = platform->func_load_font(assets, DQN_STRING8("Inter (Regular)"), DQN_STRING8("Data/Inter-Regular.otf"), font_size);
|
|
game->inter_italic_font = platform->func_load_font(assets, DQN_STRING8("Inter (Italic)"), DQN_STRING8("Data/Inter-Italic.otf"), font_size);
|
|
game->jetbrains_mono_font = platform->func_load_font(assets, DQN_STRING8("JetBrains Mono NL (Regular)"), DQN_STRING8("Data/JetBrainsMonoNL-Regular.ttf"), font_size);
|
|
game->audio[FP_GameAudio_TestAudio] = platform->func_load_audio(assets, DQN_STRING8("Test Audio"), DQN_STRING8("Data/Audio/Purrple Cat - Moonwinds.qoa"));
|
|
game->audio[FP_GameAudio_TerryHit] = platform->func_load_audio(assets, DQN_STRING8("Terry Hit"), DQN_STRING8("Data/Audio/terry_hit.ogg"));
|
|
game->audio[FP_GameAudio_Smooch] = platform->func_load_audio(assets, DQN_STRING8("Smooch"), DQN_STRING8("Data/Audio/smooch.mp3"));
|
|
}
|
|
|
|
void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_PlatformInput *input, FP_GameEntity *entity, Dqn_V2 *acceleration_meters_per_s)
|
|
{
|
|
TELY_AssetSpriteSheet *sheet = &game->atlas_sprite_sheet;
|
|
FP_GameEntityAction *action = &entity->action;
|
|
bool const we_are_clicked_entity = entity->handle == game->clicked_entity;
|
|
bool const entity_has_velocity = entity->velocity.x || entity->velocity.y;
|
|
bool const entering_new_state = action->state != action->next_state;
|
|
bool const action_has_finished = !entering_new_state && game->clock_ms >= action->end_at_clock_ms;
|
|
action->state = action->next_state;
|
|
|
|
// NOTE: Left-shift lets us strafe in the same direction
|
|
if (!TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_LeftShift)) {
|
|
if (acceleration_meters_per_s->x)
|
|
entity->direction = acceleration_meters_per_s->x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left;
|
|
else if (acceleration_meters_per_s->y)
|
|
entity->direction = acceleration_meters_per_s->y > 0.f ? FP_GameDirection_Down : FP_GameDirection_Up;
|
|
}
|
|
|
|
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, entity->type, entity->action.state, entity->direction);
|
|
switch (entity->type) {
|
|
case FP_EntityType_Terry: {
|
|
FP_EntityTerryState *state = DQN_CAST(FP_EntityTerryState *) & action->state;
|
|
|
|
switch (*state) {
|
|
case FP_EntityTerryState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityTerryState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (we_are_clicked_entity) {
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack);
|
|
} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_K) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_Y)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack);
|
|
} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Run);
|
|
}
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityTerryState_Attack: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (action_has_finished) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle);
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityTerryState_RangeAttack: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (action_has_finished) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle);
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityTerryState_Run: {
|
|
if (entering_new_state || action->sprite.anim->label != render_data.anim_name) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (we_are_clicked_entity) {
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack);
|
|
} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_K) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_Y)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_RangeAttack);
|
|
} else if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftControl) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_A)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Dash);
|
|
}
|
|
}
|
|
|
|
if (!entity_has_velocity) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Idle);
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityTerryState_Dash: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = 250;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
*acceleration_meters_per_s *= 35.f;
|
|
}
|
|
|
|
if (action_has_finished)
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Run);
|
|
} break;
|
|
}
|
|
|
|
if (*state == FP_EntityTerryState_Attack || *state == FP_EntityTerryState_RangeAttack) {
|
|
DQN_ASSERT(action->sprite.anim);
|
|
|
|
uint64_t duration_ms = action->sprite.anim->count * action->sprite.anim->ms_per_frame;
|
|
DQN_ASSERT(duration_ms >= PHYSICS_STEP);
|
|
uint64_t midpoint_clock_ms = action->end_at_clock_ms - (duration_ms / 2);
|
|
|
|
// NOTE: Adding an attack_processed bool to make sure things only fire once
|
|
if (!entity->attack_processed && game->clock_ms >= midpoint_clock_ms) {
|
|
|
|
// NOTE: Position the attack box
|
|
Dqn_V2 dir_vector = {};
|
|
switch (entity->direction) {
|
|
case FP_GameDirection_Left: {
|
|
dir_vector.x = -1.f;
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w,
|
|
entity->local_hit_box_offset.y);
|
|
} break;
|
|
|
|
case FP_GameDirection_Right: {
|
|
dir_vector.x = +1.f;
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->attack_box_size.w,
|
|
entity->local_hit_box_offset.y);
|
|
} break;
|
|
|
|
case FP_GameDirection_Up: {
|
|
dir_vector.y = -1.f;
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
|
|
entity->local_hit_box_offset.y - entity->attack_box_size.h);
|
|
} break;
|
|
|
|
case FP_GameDirection_Down: {
|
|
dir_vector.y = +1.f;
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
|
|
entity->local_hit_box_offset.y + entity->attack_box_size.h);
|
|
} break;
|
|
|
|
case FP_GameDirection_Count: break;
|
|
}
|
|
|
|
if (*state == FP_EntityTerryState_RangeAttack) {
|
|
Dqn_Rect entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
|
|
Dqn_V2 projectile_pos = entity_hit_box.pos + entity->attack_box_offset;
|
|
Dqn_V2 projectile_acceleration = FP_Game_MetersToPixelsV2(game, dir_vector * 0.25f);
|
|
FP_Entity_CreatePhoneMessageProjectile(game, projectile_pos, projectile_acceleration, "Phone Message Projectile");
|
|
} else {
|
|
entity->attack_box_size = entity->local_hit_box_size;
|
|
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TerryHit], 1.f);
|
|
}
|
|
entity->attack_processed = true;
|
|
} else {
|
|
entity->attack_box_size = {};
|
|
}
|
|
} else {
|
|
entity->attack_box_size = {};
|
|
entity->attack_processed = false;
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_Smoochie: {
|
|
FP_EntitySmoochieState *state = DQN_CAST(FP_EntitySmoochieState *) & action->state;
|
|
switch (*state) {
|
|
case FP_EntitySmoochieState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Idle);
|
|
} break;
|
|
|
|
case FP_EntitySmoochieState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (we_are_clicked_entity) {
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack);
|
|
} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Run);
|
|
}
|
|
}
|
|
|
|
if (entity_has_velocity) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Run);
|
|
}
|
|
} break;
|
|
|
|
case FP_EntitySmoochieState_Attack: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
|
|
// NOTE: Deal with this further down with the gameplay attack code.
|
|
TELY_Audio_Play(audio, game->audio[FP_GameAudio_Smooch], 1.f);
|
|
}
|
|
|
|
// NOTE: Check if the heart animation is playing
|
|
bool has_heart_flourish = false;
|
|
DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) {
|
|
FP_GameRenderSprite *sprite = entity->extra_cosmetic_anims.data + anim_index;
|
|
if (sprite->asset.anim->label == g_anim_names.smoochie_attack_heart) {
|
|
has_heart_flourish = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// NOTE: If we don't have the anim playing make one
|
|
if (!has_heart_flourish) {
|
|
FP_GameRenderSprite *cosmetic_sprite = Dqn_FArray_Make(&entity->extra_cosmetic_anims, Dqn_ZeroMem_Yes);
|
|
if (cosmetic_sprite) {
|
|
cosmetic_sprite->asset = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.smoochie_attack_heart, TELY_AssetFlip_No);
|
|
cosmetic_sprite->started_at_clock_ms = game->clock_ms;
|
|
cosmetic_sprite->height.meters = entity->sprite_height.meters * .35f;
|
|
cosmetic_sprite->loop = true;
|
|
|
|
uint32_t max_rng_dist_x = DQN_CAST(uint32_t)(FP_Game_MetersToPixelsNx1(game, entity->sprite_height.meters) * 1.f);
|
|
uint32_t rng_x = Dqn_PCG32_Range(&game->rng, DQN_CAST(uint32_t)0, max_rng_dist_x);
|
|
cosmetic_sprite->offset.x = rng_x - (max_rng_dist_x * .5f);
|
|
|
|
uint32_t max_rng_dist_y = DQN_CAST(uint32_t)(FP_Game_MetersToPixelsNx1(game, entity->sprite_height.meters) * .25f);
|
|
uint32_t rng_y = Dqn_PCG32_Range(&game->rng, DQN_CAST(uint32_t)0, max_rng_dist_y);
|
|
cosmetic_sprite->offset.y = -DQN_CAST(Dqn_f32)rng_y;
|
|
}
|
|
}
|
|
|
|
if (action_has_finished) {
|
|
// NOTE: Ensure the heart animation terminates by removing the loop
|
|
DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) {
|
|
FP_GameRenderSprite *sprite = entity->extra_cosmetic_anims.data + anim_index;
|
|
if (sprite->asset.anim->label == g_anim_names.smoochie_attack_heart)
|
|
sprite->loop = false;
|
|
}
|
|
|
|
// NOTE: Transition out of the action
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Idle);
|
|
}
|
|
} break;
|
|
|
|
case FP_EntitySmoochieState_HurtSide: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (action_has_finished)
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Idle);
|
|
} break;
|
|
|
|
case FP_EntitySmoochieState_Death: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
entity->local_hit_box_size = {};
|
|
}
|
|
|
|
if (action_has_finished)
|
|
FP_Game_DeleteEntity(game, entity->handle);
|
|
} break;
|
|
|
|
|
|
case FP_EntitySmoochieState_Run: {
|
|
if (entering_new_state || action->sprite.anim->label != render_data.anim_name) {
|
|
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, render_data.anim_name, render_data.flip);
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
|
|
}
|
|
|
|
if (we_are_clicked_entity) {
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack);
|
|
}
|
|
}
|
|
|
|
if (!entity_has_velocity) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Idle);
|
|
}
|
|
} break;
|
|
}
|
|
|
|
if (entity->is_dying && *state != FP_EntitySmoochieState_Death) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Death);
|
|
}
|
|
|
|
if (*state == FP_EntitySmoochieState_Attack) {
|
|
entity->attack_box_size = entity->local_hit_box_size;
|
|
// NOTE: Position the attack box
|
|
switch (entity->direction) {
|
|
case FP_GameDirection_Left: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w,
|
|
entity->local_hit_box_offset.y);
|
|
} break;
|
|
|
|
case FP_GameDirection_Right: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->attack_box_size.w,
|
|
entity->local_hit_box_offset.y);
|
|
} break;
|
|
|
|
case FP_GameDirection_Up: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
|
|
entity->local_hit_box_offset.y - entity->attack_box_size.h);
|
|
} break;
|
|
|
|
case FP_GameDirection_Down: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
|
|
entity->local_hit_box_offset.y + entity->attack_box_size.h);
|
|
} break;
|
|
|
|
case FP_GameDirection_Count: break;
|
|
}
|
|
} else {
|
|
entity->attack_box_size = {};
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_Clinger: {
|
|
FP_EntityClingerState *state = DQN_CAST(FP_EntityClingerState *)&action->state;
|
|
switch (*state) {
|
|
case FP_EntityClingerState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityClingerState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (we_are_clicked_entity) {
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack);
|
|
} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Run);
|
|
}
|
|
}
|
|
|
|
if (entity_has_velocity) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Run);
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityClingerState_Attack: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (action_has_finished)
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityClingerState_Death: {
|
|
if (entering_new_state) {
|
|
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.clinger_death, TELY_AssetFlip_No);
|
|
uint64_t duration_ms = sprite.anim->count * sprite.anim->ms_per_frame;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
|
|
entity->local_hit_box_size = {};
|
|
}
|
|
|
|
if (action_has_finished)
|
|
FP_Game_DeleteEntity(game, entity->handle);
|
|
|
|
} break;
|
|
|
|
case FP_EntityClingerState_Run: {
|
|
if (entering_new_state || action->sprite.anim->label != render_data.anim_name) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (we_are_clicked_entity) {
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack);
|
|
}
|
|
}
|
|
|
|
if (!entity_has_velocity) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Idle);
|
|
}
|
|
} break;
|
|
}
|
|
|
|
if (entity->is_dying && *state != FP_EntityClingerState_Death) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Death);
|
|
}
|
|
|
|
if (*state == FP_EntityClingerState_Attack) { // NOTE: Position the attack box
|
|
entity->attack_box_size = entity->local_hit_box_size;
|
|
switch (entity->direction) {
|
|
case FP_GameDirection_Left: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w,
|
|
entity->local_hit_box_offset.y);
|
|
} break;
|
|
|
|
case FP_GameDirection_Right: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->attack_box_size.w,
|
|
entity->local_hit_box_offset.y);
|
|
} break;
|
|
|
|
case FP_GameDirection_Up: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
|
|
entity->local_hit_box_offset.y - entity->attack_box_size.h);
|
|
} break;
|
|
|
|
case FP_GameDirection_Down: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
|
|
entity->local_hit_box_offset.y + entity->attack_box_size.h);
|
|
} break;
|
|
|
|
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
|
|
}
|
|
} else {
|
|
entity->attack_box_size = {};
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_MerchantTerry: {
|
|
FP_EntityMerchantTerryState *state = DQN_CAST(FP_EntityMerchantTerryState *)&action->state;
|
|
switch (*state) {
|
|
case FP_EntityMerchantTerryState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantTerryState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityMerchantTerryState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
} break;
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_MerchantPhoneCompany: {
|
|
FP_EntityMerchantPhoneCompanyState *state = DQN_CAST(FP_EntityMerchantPhoneCompanyState *)&action->state;
|
|
switch (*state) {
|
|
case FP_EntityMerchantPhoneCompanyState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantPhoneCompanyState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityMerchantPhoneCompanyState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
} break;
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_MerchantGym: {
|
|
FP_EntityMerchantGymState *state = DQN_CAST(FP_EntityMerchantGymState *)&action->state;
|
|
switch (*state) {
|
|
case FP_EntityMerchantGymState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantGymState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityMerchantGymState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
} break;
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_MerchantGraveyard: {
|
|
FP_EntityMerchantGraveyardState *state = DQN_CAST(FP_EntityMerchantGraveyardState *)&action->state;
|
|
switch (*state) {
|
|
case FP_EntityMerchantGraveyardState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityMerchantGraveyardState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityMerchantGraveyardState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
} break;
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_ClubTerry: {
|
|
FP_EntityClubTerryState *state = DQN_CAST(FP_EntityClubTerryState *)&action->state;
|
|
switch (*state) {
|
|
case FP_EntityClubTerryState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClubTerryState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityClubTerryState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityClubTerryState_PartyTime: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = 5000;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (action_has_finished) {
|
|
if (!FP_Game_IsNilEntityHandle(game, entity->building_patron)) {
|
|
FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron);
|
|
patron->flags &= ~FP_GameEntityFlag_OccupiedInBuilding;
|
|
patron->base_acceleration_per_s.meters *= .5f;
|
|
}
|
|
entity->building_patron = {};
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClubTerryState_Idle);
|
|
}
|
|
} break;
|
|
}
|
|
|
|
} break;
|
|
|
|
case FP_EntityType_Map: {
|
|
FP_EntityMapState *state = DQN_CAST(FP_EntityMapState *) & action->state;
|
|
switch (*state) {
|
|
case FP_EntityMapState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityMapState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityMapState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
} break;
|
|
}
|
|
|
|
} break;
|
|
|
|
case FP_EntityType_Heart: {
|
|
FP_EntityHeartState *state = DQN_CAST(FP_EntityHeartState *) & action->state;
|
|
switch (*state) {
|
|
case FP_EntityHeartState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityHeartState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityHeartState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
} break;
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_AirportTerry: {
|
|
FP_EntityAirportTerryState *state = DQN_CAST(FP_EntityAirportTerryState *)&action->state;
|
|
switch (*state) {
|
|
case FP_EntityAirportTerryState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityAirportTerryState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityAirportTerryState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityAirportTerryState_FlyPassenger: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = 5000;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (action_has_finished) {
|
|
if (!FP_Game_IsNilEntityHandle(game, entity->building_patron)) {
|
|
FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron);
|
|
patron->flags &= ~FP_GameEntityFlag_OccupiedInBuilding;
|
|
}
|
|
entity->building_patron = {};
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityAirportTerryState_Idle);
|
|
}
|
|
} break;
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_Catfish: {
|
|
FP_EntityCatfishState *state = DQN_CAST(FP_EntityCatfishState *) & action->state;
|
|
switch (*state) {
|
|
case FP_EntityCatfishState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityCatfishState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (we_are_clicked_entity) {
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Attack);
|
|
} else if (acceleration_meters_per_s->x || acceleration_meters_per_s->y) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Run);
|
|
}
|
|
}
|
|
|
|
if (entity_has_velocity) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Run);
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityCatfishState_Attack: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (action_has_finished)
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityCatfishState_Death: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = render_data.sprite.anim->count * render_data.sprite.anim->ms_per_frame;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
entity->local_hit_box_size = {};
|
|
}
|
|
|
|
if (action_has_finished)
|
|
FP_Game_DeleteEntity(game, entity->handle);
|
|
} break;
|
|
|
|
case FP_EntityCatfishState_Run: {
|
|
if (entering_new_state || action->sprite.anim->label != render_data.anim_name) {
|
|
TELY_AssetAnimatedSprite sprite = TELY_Asset_MakeAnimatedSprite(sheet, render_data.anim_name, render_data.flip);
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, sprite);
|
|
}
|
|
|
|
if (we_are_clicked_entity) {
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J) ||
|
|
TELY_Platform_InputGamepadButtonCodeIsPressed(input, 0, TELY_PlatformInputGamepadButtonCode_X)) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Attack);
|
|
}
|
|
}
|
|
|
|
if (!entity_has_velocity) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Idle);
|
|
}
|
|
} break;
|
|
}
|
|
|
|
if (entity->is_dying && *state != FP_EntityCatfishState_Death) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Death);
|
|
}
|
|
|
|
if (*state == FP_EntityCatfishState_Attack) { // NOTE: Position the attack box
|
|
entity->attack_box_size = entity->local_hit_box_size;
|
|
switch (entity->direction) {
|
|
case FP_GameDirection_Left: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w,
|
|
entity->local_hit_box_offset.y);
|
|
} break;
|
|
|
|
case FP_GameDirection_Right: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->attack_box_size.w,
|
|
entity->local_hit_box_offset.y);
|
|
} break;
|
|
|
|
case FP_GameDirection_Up: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
|
|
entity->local_hit_box_offset.y - entity->attack_box_size.h);
|
|
} break;
|
|
|
|
case FP_GameDirection_Down: {
|
|
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x,
|
|
entity->local_hit_box_offset.y + entity->attack_box_size.h);
|
|
} break;
|
|
|
|
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
|
|
}
|
|
} else {
|
|
entity->attack_box_size = {};
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_ChurchTerry: {
|
|
FP_EntityChurchTerryState *state = DQN_CAST(FP_EntityChurchTerryState *)&action->state;
|
|
switch (*state) {
|
|
case FP_EntityChurchTerryState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityChurchTerryState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityChurchTerryState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityChurchTerryState_ConvertPatron: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = 5000;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
|
|
if (action_has_finished) {
|
|
if (!FP_Game_IsNilEntityHandle(game, entity->building_patron)) {
|
|
FP_GameEntity *patron = FP_Game_GetEntity(game, entity->building_patron);
|
|
patron->flags &= ~FP_GameEntityFlag_OccupiedInBuilding;
|
|
}
|
|
entity->building_patron = {};
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityChurchTerryState_Idle);
|
|
}
|
|
} break;
|
|
}
|
|
|
|
} break;
|
|
|
|
case FP_EntityType_KennelTerry: {
|
|
FP_EntityKennelTerryState *state = DQN_CAST(FP_EntityKennelTerryState *)&action->state;
|
|
switch (*state) {
|
|
case FP_EntityKennelTerryState_Nil: {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityKennelTerryState_Idle);
|
|
} break;
|
|
|
|
case FP_EntityKennelTerryState_Idle: {
|
|
if (entering_new_state) {
|
|
uint64_t duration_ms = FP_GAME_ENTITY_ACTION_INFINITE_TIMER;
|
|
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
|
|
}
|
|
} break;
|
|
}
|
|
} break;
|
|
|
|
case FP_EntityType_Nil: break;
|
|
|
|
case FP_EntityType_Count: DQN_INVALID_CODE_PATH; break;
|
|
}
|
|
}
|
|
|
|
void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input)
|
|
{
|
|
Dqn_Profiler_ZoneScopeWithIndex("FP_Update", FP_ProfileZone_FPUpdate);
|
|
|
|
if (TELY_Platform_InputKeyIsReleased(input->mouse_left))
|
|
game->clicked_entity = game->prev_active_entity;
|
|
|
|
game->clock_ms = DQN_CAST(uint64_t)(platform->input.timer_s * 1000.f);
|
|
Dqn_V2 dir_vector = {};
|
|
|
|
// NOTE: Keyboard movement input
|
|
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_W))
|
|
dir_vector.y = -1.f;
|
|
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_A))
|
|
dir_vector.x = -1.f;
|
|
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_S))
|
|
dir_vector.y = +1.f;
|
|
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D))
|
|
dir_vector.x = +1.f;
|
|
|
|
// NOTE: Gamepad movement input
|
|
// NOTE: button_codes 0 should be the first gamepad connected, we can
|
|
// get this working with other gamepads later
|
|
uint32_t gamepad = 0;
|
|
if (input->button_codes[gamepad]) {
|
|
dir_vector.x += input->left_stick[gamepad].x;
|
|
dir_vector.y += input->left_stick[gamepad].y;
|
|
}
|
|
|
|
if (dir_vector.x && dir_vector.y) {
|
|
dir_vector.x *= 0.7071067811865475244f;
|
|
dir_vector.y *= 0.7071067811865475244f;
|
|
}
|
|
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Escape))
|
|
game->clicked_entity = {};
|
|
|
|
if (game->clicked_entity.id) {
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete))
|
|
FP_Game_DeleteEntity(game, game->clicked_entity);
|
|
|
|
// NOTE: Building selector
|
|
Dqn_usize last_building_index = DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1;
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Q)) {
|
|
if (game->build_mode_building_index <= 0) {
|
|
game->build_mode_building_index = last_building_index;
|
|
} else {
|
|
game->build_mode_building_index -= 1;
|
|
}
|
|
}
|
|
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_E)) {
|
|
if (game->build_mode_building_index >= last_building_index) {
|
|
game->build_mode_building_index = 0;
|
|
} else {
|
|
game->build_mode_building_index += 1;
|
|
}
|
|
}
|
|
|
|
} else {
|
|
Dqn_f32 pan_speed = 5.f;
|
|
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_Space))
|
|
pan_speed *= 2.5f;
|
|
game->camera.world_pos += dir_vector * pan_speed;
|
|
|
|
}
|
|
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F1))
|
|
game->debug_ui = !game->debug_ui;
|
|
|
|
Dqn_ProfilerZone update_zone = Dqn_Profiler_BeginZoneWithIndex(DQN_STRING8("FP_Update: Entity loop"), FP_ProfileZone_FPUpdate_EntityLoop);
|
|
|
|
// NOTE: Handle input ==========================================================================
|
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
|
|
FP_GameEntity *entity = it.entity;
|
|
entity->alive_time_s += PHYSICS_STEP;
|
|
|
|
if (entity->flags & FP_GameEntityFlag_OccupiedInBuilding)
|
|
continue;
|
|
|
|
// NOTE: Move entity by keyboard and gamepad ===============================================
|
|
Dqn_V2 acceleration_meters_per_s = entity->constant_acceleration_per_s;
|
|
if (game->clicked_entity == entity->handle) {
|
|
if (entity->flags & (FP_GameEntityFlag_MoveByKeyboard | FP_GameEntityFlag_MoveByGamepad)) {
|
|
bool move_entity = true;
|
|
switch (entity->type) {
|
|
case FP_EntityType_Terry: {
|
|
auto *state = DQN_CAST(FP_EntityTerryState *)&entity->action.state;
|
|
move_entity = *state == FP_EntityTerryState_Run || *state == FP_EntityTerryState_Idle;
|
|
} break;
|
|
|
|
case FP_EntityType_Smoochie: {
|
|
auto *state = DQN_CAST(FP_EntitySmoochieState *)&entity->action.state;
|
|
move_entity = *state == FP_EntitySmoochieState_Run || *state == FP_EntitySmoochieState_Idle;
|
|
} break;
|
|
|
|
case FP_EntityType_Clinger: {
|
|
auto *state = DQN_CAST(FP_EntityClingerState *)&entity->action.state;
|
|
move_entity = *state == FP_EntityClingerState_Run || *state == FP_EntityClingerState_Idle;
|
|
} break;
|
|
|
|
case FP_EntityType_Nil: break;
|
|
case FP_EntityType_ClubTerry: break;
|
|
case FP_EntityType_Count: break;
|
|
case FP_EntityType_Map: break;
|
|
case FP_EntityType_MerchantTerry: break;
|
|
case FP_EntityType_MerchantGraveyard: break;
|
|
case FP_EntityType_MerchantPhoneCompany: break;
|
|
case FP_EntityType_Heart: break;
|
|
case FP_EntityType_MerchantGym: break;
|
|
case FP_EntityType_AirportTerry: break;
|
|
case FP_EntityType_Catfish: break;
|
|
case FP_EntityType_ChurchTerry: break;
|
|
case FP_EntityType_KennelTerry: break;
|
|
case FP_EntityType_PhoneMessageProjectile: break;
|
|
}
|
|
|
|
if (move_entity) {
|
|
acceleration_meters_per_s = dir_vector * entity->base_acceleration_per_s.meters;
|
|
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_Space))
|
|
acceleration_meters_per_s *= 2.5f;
|
|
}
|
|
}
|
|
} else {
|
|
if (entity->velocity.x)
|
|
entity->direction = entity->velocity.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left;
|
|
else if (entity->velocity.y)
|
|
entity->direction = entity->velocity.y > 0.f ? FP_GameDirection_Down : FP_GameDirection_Up;
|
|
}
|
|
|
|
// NOTE: Determine AI movement =============================================================
|
|
if (acceleration_meters_per_s.x == 0 && acceleration_meters_per_s.y == 0) {
|
|
Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
|
|
|
|
if (entity->flags & FP_GameEntityFlag_AggrosWhenNearTerry) {
|
|
FP_GameFindClosestEntityResult closest_result = FP_Game_FindClosestEntityWithType(game, entity->handle, FP_EntityType_Terry);
|
|
Dqn_f32 aggro_dist_threshold = FP_Game_MetersToPixelsNx1(game, 4.f);
|
|
|
|
if (closest_result.dist_squared < DQN_SQUARED(aggro_dist_threshold)) {
|
|
bool has_waypoint_to_terry = false;
|
|
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
|
|
!has_waypoint_to_terry && FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
|
|
has_waypoint_to_terry = link->data.entity == closest_result.entity;
|
|
}
|
|
|
|
if (!has_waypoint_to_terry) {
|
|
FP_GameEntity *terry = FP_Game_GetEntity(game, closest_result.entity);
|
|
FP_GameDirection aggro_direction = FP_GameDirection_Count;
|
|
DQN_FOR_UINDEX(dir_index, FP_GameDirection_Count) {
|
|
FP_GameEntityHandle slot_entity_handle = terry->aggro_slot[dir_index];
|
|
FP_GameEntity *slot_entity = FP_Game_GetEntity(game, slot_entity_handle);
|
|
if (FP_Game_IsNilEntity(slot_entity)) {
|
|
aggro_direction = DQN_CAST(FP_GameDirection)dir_index;
|
|
break;
|
|
}
|
|
}
|
|
|
|
FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints,
|
|
FP_SentinelList_Front(&entity->waypoints),
|
|
game->chunk_pool);
|
|
FP_GameWaypoint *waypoint = &link->data;
|
|
waypoint->entity = terry->handle;
|
|
|
|
if (aggro_direction != FP_GameDirection_Count) {
|
|
waypoint->type = FP_GameWaypointType_Side;
|
|
waypoint->type_direction = aggro_direction;
|
|
terry->aggro_slot[aggro_direction] = entity->handle;
|
|
}
|
|
}
|
|
} else {
|
|
if (closest_result.dist_squared > DQN_SQUARED(aggro_dist_threshold * 2.f)) {
|
|
for (FP_SentinelListLink<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) {
|
|
link = FP_SentinelList_Erase(&entity->waypoints, link, game->chunk_pool);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (entity->flags & FP_GameEntityFlag_RespondsToBuildings) {
|
|
FP_GameFindClosestEntityResult closest_building = {};
|
|
closest_building.dist_squared = DQN_F32_MAX;
|
|
closest_building.pos = Dqn_V2_InitNx1(DQN_F32_MAX);
|
|
|
|
for (FP_GameEntityIterator building_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &building_it, game->root_entity); ) {
|
|
FP_GameEntity *it_entity = building_it.entity;
|
|
if (it_entity->type != FP_EntityType_ClubTerry &&
|
|
it_entity->type != FP_EntityType_AirportTerry &&
|
|
it_entity->type != FP_EntityType_ChurchTerry)
|
|
continue;
|
|
|
|
bool already_visited_building = false;
|
|
for (FP_SentinelListLink<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, 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) {
|
|
Dqn_Rect hit_box = FP_Game_CalcEntityWorldHitBox(game, closest_building.entity);
|
|
Dqn_V2 top_left = Dqn_Rect_TopLeft(hit_box);
|
|
Dqn_V2 top_right = Dqn_Rect_TopRight(hit_box);
|
|
|
|
FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->chunk_pool);
|
|
FP_GameWaypoint *waypoint = &link->data;
|
|
waypoint->entity = closest_building.entity;
|
|
waypoint->type = FP_GameWaypointType_Side;
|
|
|
|
if (entity_pos.x <= top_left.x) {
|
|
waypoint->type_direction = FP_GameDirection_Left;
|
|
} else if (entity_pos.x >= top_right.x) {
|
|
waypoint->type_direction = FP_GameDirection_Right;
|
|
} else if (entity_pos.y <= top_left.y) {
|
|
waypoint->type_direction = FP_GameDirection_Up;
|
|
} else {
|
|
waypoint->type_direction = FP_GameDirection_Down;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (entity->flags & FP_GameEntityFlag_PointOfInterestHeart) {
|
|
FP_GameFindClosestEntityResult closest_heart = FP_Game_FindClosestEntityWithType(game, entity->handle, FP_EntityType_Heart);
|
|
if (closest_heart.dist_squared < DQN_SQUARED(FP_Game_MetersToPixelsNx1(game, 4.f))) {
|
|
|
|
bool has_waypoint_to = false;
|
|
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr;
|
|
!has_waypoint_to && FP_SentinelList_Iterate<FP_GameWaypoint>(&entity->waypoints, &link); ) {
|
|
has_waypoint_to = link->data.entity == closest_heart.entity;
|
|
}
|
|
|
|
if (!has_waypoint_to) {
|
|
Dqn_Rect club_hit_box = FP_Game_CalcEntityWorldHitBox(game, closest_heart.entity);
|
|
Dqn_V2 club_top_left = Dqn_Rect_TopLeft(club_hit_box);
|
|
Dqn_V2 club_top_right = Dqn_Rect_TopRight(club_hit_box);
|
|
|
|
FP_SentinelListLink<FP_GameWaypoint> *link = FP_SentinelList_MakeBefore(&entity->waypoints, FP_SentinelList_Front(&entity->waypoints), game->chunk_pool);
|
|
FP_GameWaypoint *waypoint = &link->data;
|
|
waypoint->entity = closest_heart.entity;
|
|
waypoint->type = FP_GameWaypointType_Side;
|
|
|
|
if (entity_pos.x <= club_top_left.x) {
|
|
waypoint->type_direction = FP_GameDirection_Left;
|
|
} else if (entity_pos.x >= club_top_right.x) {
|
|
waypoint->type_direction = FP_GameDirection_Right;
|
|
} else if (entity_pos.y <= club_top_left.y) {
|
|
waypoint->type_direction = FP_GameDirection_Up;
|
|
} else {
|
|
waypoint->type_direction = FP_GameDirection_Down;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
while (entity->waypoints.size) {
|
|
FP_SentinelListLink<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->chunk_pool);
|
|
continue;
|
|
}
|
|
|
|
// NOTE: We found a waypoint that is valid to move towards
|
|
Dqn_V2 target_pos = FP_Game_CalcWaypointWorldPos(game, waypoint);
|
|
Dqn_V2 entity_to_waypoint = target_pos - entity_pos;
|
|
|
|
// NOTE: Check if we've arrived at the waypoint
|
|
Dqn_f32 dist_to_waypoint_sq = Dqn_V2_LengthSq(entity_to_waypoint);
|
|
|
|
Dqn_f32 arrival_threshold = {};
|
|
switch (waypoint->arrive) {
|
|
case FP_GameWaypointArrive_Default: {
|
|
arrival_threshold = FP_Game_MetersToPixelsNx1(game, 0.5f);
|
|
} break;
|
|
|
|
case FP_GameWaypointArrive_WhenWithinEntitySize: {
|
|
arrival_threshold = DQN_MAX(waypoint_entity->local_hit_box_size.w, waypoint_entity->local_hit_box_size.h) * waypoint_link->data.value;
|
|
} break;
|
|
}
|
|
|
|
// NOTE: We haven't arrived yet, calculate an acceleration vector to the waypoint
|
|
if (dist_to_waypoint_sq > DQN_SQUARED(arrival_threshold)) {
|
|
Dqn_V2 entity_to_waypoint_norm = Dqn_V2_Normalise(entity_to_waypoint);
|
|
acceleration_meters_per_s = entity_to_waypoint_norm * (entity->base_acceleration_per_s.meters * 0.25f);
|
|
break;
|
|
}
|
|
|
|
// NOTE: We have arrived at the waypoint
|
|
bool aggro_on_terry = (entity->flags & FP_GameEntityFlag_AggrosWhenNearTerry) && waypoint_entity->type == FP_EntityType_Terry;
|
|
bool building_response = (entity->flags & FP_GameEntityFlag_RespondsToBuildings) &&
|
|
waypoint_entity->type == FP_EntityType_ClubTerry ||
|
|
waypoint_entity->type == FP_EntityType_AirportTerry ||
|
|
waypoint_entity->type == FP_EntityType_ChurchTerry;
|
|
bool heart_response = (entity->flags & FP_GameEntityFlag_PointOfInterestHeart) && waypoint_entity->type == FP_EntityType_Heart;
|
|
|
|
if (((waypoint->flags & FP_GameWaypointFlag_NonInterruptible) == 0) && (aggro_on_terry || building_response || heart_response)) {
|
|
bool can_attack = !entity->is_dying; // TODO(doyle): State transition needs to check if it's valid to move to making this not necessary
|
|
|
|
if (building_response) {
|
|
FP_GameEntity *building = waypoint_entity;
|
|
if (FP_Game_IsNilEntityHandle(game, building->building_patron)) {
|
|
building->building_patron = entity->handle;
|
|
|
|
if (building->type == FP_EntityType_ClubTerry) {
|
|
FP_Game_EntityTransitionState(game, building, FP_EntityClubTerryState_PartyTime);
|
|
} else if (building->type == FP_EntityType_AirportTerry) {
|
|
FP_Game_EntityTransitionState(game, building, FP_EntityAirportTerryState_FlyPassenger);
|
|
} else {
|
|
DQN_ASSERT(building->type == FP_EntityType_ChurchTerry);
|
|
FP_Game_EntityTransitionState(game, building, FP_EntityChurchTerryState_ConvertPatron);
|
|
}
|
|
|
|
entity->flags |= FP_GameEntityFlag_OccupiedInBuilding;
|
|
Dqn_Rect hit_box = FP_Game_CalcEntityWorldHitBox(game, building->handle);
|
|
Dqn_V2 exit_pos = Dqn_Rect_InterpolatedPoint(hit_box, Dqn_V2_InitNx2(0.5f, 1.1f));
|
|
entity->local_pos = exit_pos; // TODO(doyle): Only works when parent world pos is 0,0
|
|
can_attack = false;
|
|
FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->chunk_pool);
|
|
FP_SentinelList_Add(&entity->buildings_visited, game->chunk_pool, building->handle);
|
|
}
|
|
}
|
|
|
|
if (can_attack) {
|
|
Dqn_V2 attack_dir_vectors[FP_GameDirection_Count] = {};
|
|
attack_dir_vectors[FP_GameDirection_Up] = Dqn_V2_InitNx2(+0, -1);
|
|
attack_dir_vectors[FP_GameDirection_Down] = Dqn_V2_InitNx2(+0, +1);
|
|
attack_dir_vectors[FP_GameDirection_Left] = Dqn_V2_InitNx2(-1, +0);
|
|
attack_dir_vectors[FP_GameDirection_Right] = Dqn_V2_InitNx2(+1, +0);
|
|
|
|
Dqn_V2 defender_entity_pos = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
|
|
Dqn_V2 entity_to_defender = defender_entity_pos - entity_pos;
|
|
Dqn_V2 entity_to_defender_norm = Dqn_V2_Normalise(entity_to_defender);
|
|
|
|
FP_GameDirection best_attack_dir = FP_GameDirection_Up;
|
|
Dqn_f32 best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector = -1.1f;
|
|
DQN_FOR_UINDEX (dir_index, FP_GameDirection_Count) {
|
|
Dqn_V2 attack_dir = attack_dir_vectors[dir_index];
|
|
Dqn_f32 scalar_projection = Dqn_V2_Dot(attack_dir, entity_to_defender_norm);
|
|
if (scalar_projection > best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector) {
|
|
best_attack_dir = DQN_CAST(FP_GameDirection)dir_index;
|
|
best_attack_dir_scalar_projection_onto_entity_to_waypoint_vector = scalar_projection;
|
|
}
|
|
}
|
|
|
|
switch (entity->type) {
|
|
case FP_EntityType_Terry: /*FALLTHRU*/
|
|
case FP_EntityType_Smoochie: /*FALLTHRU*/
|
|
case FP_EntityType_Catfish: /*FALLTHRU*/
|
|
case FP_EntityType_Clinger: {
|
|
// TODO(doyle): We should check if it's valid to enter this new state
|
|
// from the entity's current state
|
|
if (entity->type == FP_EntityType_Terry) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Attack);
|
|
} else if (entity->type == FP_EntityType_Smoochie) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntitySmoochieState_Attack);
|
|
} else if (entity->type == FP_EntityType_Catfish) {
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityCatfishState_Attack);
|
|
} else {
|
|
DQN_ASSERT(entity->type == FP_EntityType_Clinger);
|
|
FP_Game_EntityTransitionState(game, entity, FP_EntityClingerState_Attack);
|
|
}
|
|
entity->direction = best_attack_dir;
|
|
} break;
|
|
|
|
case FP_EntityType_Nil: break;
|
|
case FP_EntityType_ClubTerry: break;
|
|
case FP_EntityType_Map: break;
|
|
case FP_EntityType_Heart: break;
|
|
case FP_EntityType_MerchantTerry: break;
|
|
case FP_EntityType_MerchantGraveyard: break;
|
|
case FP_EntityType_MerchantGym: break;
|
|
case FP_EntityType_MerchantPhoneCompany: break;
|
|
case FP_EntityType_AirportTerry: break;
|
|
case FP_EntityType_ChurchTerry: break;
|
|
case FP_EntityType_KennelTerry: break;
|
|
case FP_EntityType_PhoneMessageProjectile: break;
|
|
case FP_EntityType_Count: DQN_INVALID_CODE_PATH; break;
|
|
}
|
|
}
|
|
|
|
// NOTE: Aggro makes the entity attack Terry, we will
|
|
// exit here preserving the waypoint in the entity.
|
|
break;
|
|
} else {
|
|
FP_SentinelList_Erase(&entity->waypoints, waypoint_link, game->chunk_pool);
|
|
}
|
|
}
|
|
}
|
|
|
|
// NOTE: Move entity by mouse ==============================================================
|
|
if (game->active_entity == entity->handle && entity->flags & FP_GameEntityFlag_MoveByMouse) {
|
|
entity->velocity = {};
|
|
acceleration_meters_per_s = {};
|
|
entity->local_pos += input->mouse_p_delta;
|
|
}
|
|
|
|
if (game->clicked_entity == entity->handle) {
|
|
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_H))
|
|
game->build_mode = !game->build_mode;
|
|
|
|
if (entity->flags & FP_GameEntityFlag_CameraTracking)
|
|
game->camera.world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle) - Dqn_V2_InitV2I(platform->core.window_size) * .5f;
|
|
|
|
game->build_mode_can_place_building = false;
|
|
if (game->build_mode) {
|
|
|
|
FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->build_mode_building_index];
|
|
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle);
|
|
Dqn_V2 placement_pos = Dqn_Rect_Center(dest_rect);
|
|
|
|
for (FP_GameEntityIterator zone_it = {};
|
|
FP_Game_DFSPreOrderWalkEntityTree(game, &zone_it, game->root_entity);
|
|
) {
|
|
|
|
FP_GameEntity *zone = zone_it.entity;
|
|
bool is_building = zone->type == FP_EntityType_KennelTerry ||
|
|
zone->type == FP_EntityType_AirportTerry ||
|
|
zone->type == FP_EntityType_ChurchTerry ||
|
|
zone->type == FP_EntityType_ClubTerry;
|
|
|
|
Dqn_Rect zone_hit_box = FP_Game_CalcEntityWorldHitBox(game, zone->handle);
|
|
if (is_building) {
|
|
if (Dqn_Rect_Intersects(zone_hit_box, dest_rect)) {
|
|
game->build_mode_can_place_building = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ((zone->flags & FP_GameEntityFlag_BuildZone) == 0)
|
|
continue;
|
|
|
|
zone_hit_box.pos += dest_rect.size * .5f;
|
|
zone_hit_box.size -= dest_rect.size;
|
|
zone_hit_box.size = Dqn_V2_Max(zone_hit_box.size, Dqn_V2_Zero);
|
|
|
|
game->build_mode_can_place_building |= Dqn_Rect_ContainsPoint(zone_hit_box, placement_pos);
|
|
}
|
|
|
|
if (game->build_mode_can_place_building &&
|
|
TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_F)) {
|
|
if (placeable_building.type == FP_EntityType_ClubTerry) {
|
|
FP_Entity_CreateClubTerry(game, placement_pos, "Club Terry");
|
|
} else if (placeable_building.type == FP_EntityType_ChurchTerry) {
|
|
FP_Entity_CreateChurchTerry(game, placement_pos, "Church Terry");
|
|
} else if (placeable_building.type == FP_EntityType_AirportTerry) {
|
|
FP_Entity_CreateAirportTerry(game, placement_pos, "Airport Terry");
|
|
} else {
|
|
DQN_ASSERT(placeable_building.type == FP_EntityType_KennelTerry);
|
|
FP_Entity_CreateKennelTerry(game, placement_pos, "Kennel Terry");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// NOTE: Tick the state machine
|
|
// NOTE: This can delete the entity! Take caution
|
|
FP_GameEntityHandle entity_handle = entity->handle;
|
|
FP_EntityActionStateMachine(game, &platform->audio, input, entity, &acceleration_meters_per_s);
|
|
|
|
// NOTE: Core equations of motion ==========================================================
|
|
FP_Game_MoveEntity(game, entity_handle, acceleration_meters_per_s);
|
|
}
|
|
|
|
// NOTE: Update entity =========================================================================
|
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
|
|
FP_GameEntity *entity = it.entity;
|
|
|
|
if (entity->flags & FP_GameEntityFlag_TTL) {
|
|
if (game->clock_ms >= entity->ttl_end_timestamp) {
|
|
FP_Game_DeleteEntity(game, entity->handle);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// NOTE: Derive dynmamic bounding boxes ====================================================
|
|
if (entity->flags & FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox) {
|
|
Dqn_Rect children_bbox = {};
|
|
|
|
// TODO(doyle): Is the hit box supposed to include the containing
|
|
// entity itself? Not sure
|
|
children_bbox.pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
|
|
|
|
for (FP_GameEntityIterator child_it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &child_it, entity);) {
|
|
FP_GameEntity *child = child_it.entity;
|
|
DQN_ASSERT(child != entity);
|
|
|
|
Dqn_Rect bbox = FP_Game_CalcEntityWorldBoundingBox(game, child->handle);
|
|
children_bbox = Dqn_Rect_Union(children_bbox, bbox);
|
|
}
|
|
|
|
Dqn_Rect padded_bbox = Dqn_Rect_Expand(children_bbox, 16.f);
|
|
entity->local_hit_box_offset = padded_bbox.pos - entity->local_pos + (padded_bbox.size * .5f);
|
|
entity->local_hit_box_size = padded_bbox.size;
|
|
}
|
|
|
|
// NOTE: Mob spawner =======================================================================
|
|
if (entity->flags & FP_GameEntityFlag_MobSpawner) {
|
|
|
|
// NOTE: Flush any spawn entities that are dead
|
|
for (FP_SentinelListLink<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->chunk_pool);
|
|
}
|
|
|
|
if (entity->enemies_spawned_this_wave >= entity->enemies_per_wave) {
|
|
// NOTE: If all enemies for the current wave have been spawned,
|
|
// wait for the cooldown period before starting next wave
|
|
|
|
if (input->timer_s >= entity->wave_cooldown_timestamp_s) {
|
|
entity->current_wave++;
|
|
entity->enemies_per_wave *= 2; // NOTE: Double the enemies for the next wave
|
|
entity->enemies_spawned_this_wave = 0;
|
|
}
|
|
} else if (entity->spawn_list.size < entity->spawn_cap) { // NOTE: Spawn new entities
|
|
if (input->timer_s >= entity->next_spawn_timestamp_s) {
|
|
uint64_t hp_adjustment = entity->current_wave - 1;
|
|
entity->next_spawn_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 5.f);
|
|
|
|
Dqn_V2 entity_world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
|
|
FP_SentinelListLink<FP_GameEntityHandle> *link = FP_SentinelList_Make(&entity->spawn_list, game->chunk_pool);
|
|
|
|
Dqn_f32 mob_choice = Dqn_PCG32_NextF32(&game->rng);
|
|
if (mob_choice <= 0.33f)
|
|
link->data = FP_Entity_CreateClinger(game, entity_world_pos, hp_adjustment, "Clinger");
|
|
else if (mob_choice <= 0.66f)
|
|
link->data = FP_Entity_CreateSmoochie(game, entity_world_pos, hp_adjustment, "Smoochie");
|
|
else
|
|
link->data = FP_Entity_CreateCatfish(game, entity_world_pos, hp_adjustment, "Catfish");
|
|
|
|
// NOTE: Setup the mob with waypoints
|
|
FP_GameEntity *mob = FP_Game_GetEntity(game, link->data);
|
|
mob->waypoints = FP_SentinelList_Init<FP_GameWaypoint>(game->chunk_pool);
|
|
mob->flags |= FP_GameEntityFlag_AggrosWhenNearTerry;
|
|
mob->flags |= FP_GameEntityFlag_RespondsToBuildings;
|
|
|
|
for (FP_GameEntity *waypoint_entity = entity->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) {
|
|
if ((waypoint_entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint) == 0)
|
|
continue;
|
|
|
|
// NOTE: Add the waypoint
|
|
FP_SentinelListLink<FP_GameWaypoint> *waypoint = FP_SentinelList_Make(&mob->waypoints, game->chunk_pool);
|
|
waypoint->data.entity = waypoint_entity->handle;
|
|
waypoint->data.arrive = FP_GameWaypointArrive_WhenWithinEntitySize;
|
|
waypoint->data.value = 1.5f;
|
|
}
|
|
entity->enemies_spawned_this_wave++;
|
|
|
|
// NOTE: If all enemies for the current wave have been spawned
|
|
// set the cooldown time for the next wave
|
|
if (entity->enemies_spawned_this_wave >= entity->enemies_per_wave) {
|
|
entity->wave_cooldown_timestamp_s = DQN_CAST(uint64_t)(input->timer_s + 30.f); // NOTE: 30s cooldown
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// NOTE: Do attacks ============================================================================
|
|
{
|
|
Dqn_Profiler_ZoneScopeWithIndex("FP_Update: Attacks", FP_ProfileZone_FPUpdate_Attacks);
|
|
FP_GameEntity *attacker = entity;
|
|
|
|
// NOTE: Resolve attack boxes
|
|
if (!Dqn_V2_Area(attacker->attack_box_size))
|
|
continue;
|
|
|
|
Dqn_Rect attacker_box = FP_Game_CalcEntityAttackWorldHitBox(game, attacker->handle);
|
|
Dqn_V2 attacker_world_pos = FP_Game_CalcEntityWorldPos(game, attacker->handle);
|
|
|
|
for (FP_GameEntityIterator defender_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &defender_it, game->root_entity); ) {
|
|
FP_GameEntity *defender = defender_it.entity;
|
|
if (defender->handle == attacker->handle)
|
|
continue;
|
|
|
|
if ((defender->flags & FP_GameEntityFlag_Attackable) == 0)
|
|
continue;
|
|
|
|
bool permit_attack = true;
|
|
switch (attacker->type) {
|
|
case FP_EntityType_Smoochie: {
|
|
if (defender->type == FP_EntityType_Smoochie || defender->type == FP_EntityType_Clinger || defender->type == FP_EntityType_Catfish)
|
|
permit_attack = false;
|
|
} break;
|
|
|
|
case FP_EntityType_Catfish: {
|
|
if (defender->type == FP_EntityType_Smoochie || defender->type == FP_EntityType_Clinger || defender->type == FP_EntityType_Catfish)
|
|
permit_attack = false;
|
|
} break;
|
|
|
|
case FP_EntityType_Clinger: {
|
|
if (defender->type == FP_EntityType_Smoochie || defender->type == FP_EntityType_Clinger || defender->type == FP_EntityType_Catfish)
|
|
permit_attack = false;
|
|
} break;
|
|
|
|
case FP_EntityType_Nil: break;
|
|
case FP_EntityType_Terry: break;
|
|
case FP_EntityType_Count: break;
|
|
case FP_EntityType_ClubTerry: break;
|
|
case FP_EntityType_Map: break;
|
|
case FP_EntityType_MerchantTerry: break;
|
|
case FP_EntityType_MerchantGraveyard: break;
|
|
case FP_EntityType_MerchantGym: break;
|
|
case FP_EntityType_MerchantPhoneCompany: break;
|
|
case FP_EntityType_Heart: break;
|
|
case FP_EntityType_AirportTerry:
|
|
case FP_EntityType_ChurchTerry:
|
|
case FP_EntityType_KennelTerry: break;
|
|
case FP_EntityType_PhoneMessageProjectile: break;
|
|
}
|
|
|
|
if (!permit_attack)
|
|
continue;
|
|
|
|
Dqn_Rect defender_box = FP_Game_CalcEntityWorldHitBox(game, defender->handle);
|
|
if (!Dqn_Rect_Intersects(attacker_box, defender_box))
|
|
continue;
|
|
|
|
// NOTE: Do HP =========================================================================
|
|
defender->hp -= 1;
|
|
if (defender->hp <= 0)
|
|
defender->is_dying = true;
|
|
|
|
// NOTE: Kickback ======================================================================
|
|
#if 0
|
|
Dqn_V2 defender_world_pos = Dqn_Rect_Center(defender_box);
|
|
Dqn_V2 attack_dir_vector = {};
|
|
if (attacker_world_pos.x < defender_world_pos.x)
|
|
attack_dir_vector.x = 1.f;
|
|
else
|
|
attack_dir_vector.x = -1.f;
|
|
|
|
Dqn_V2 attack_acceleration_meters_per_s = attack_dir_vector * 60.f;
|
|
FP_Game_MoveEntity(game, defender->handle, attack_acceleration_meters_per_s);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!FP_Game_IsNilEntityHandle(game, game->clicked_entity)) {
|
|
TELY_AssetSpriteAnimation *sprite_anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, g_anim_names.map);
|
|
Dqn_Rect sprite_rect = game->atlas_sprite_sheet.rects.data[sprite_anim->index];
|
|
|
|
const Dqn_usize target_width = 1800;
|
|
const Dqn_usize target_height = 1046;
|
|
|
|
game->camera.world_pos.x = DQN_MIN(game->camera.world_pos.x, game->map->local_hit_box_size.w * +0.5f - target_width);
|
|
game->camera.world_pos.x = DQN_MAX(game->camera.world_pos.x, game->map->local_hit_box_size.w * -0.5f);
|
|
game->camera.world_pos.y = DQN_MAX(game->camera.world_pos.y, game->map->local_hit_box_size.h * -0.5f);
|
|
game->camera.world_pos.y = DQN_MIN(game->camera.world_pos.y, game->map->local_hit_box_size.h * +0.5f - target_height);
|
|
}
|
|
|
|
Dqn_Profiler_EndZone(update_zone);
|
|
}
|
|
|
|
void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
|
{
|
|
Dqn_Profiler_ZoneScopeWithIndex("FP_Render", FP_ProfileZone_FPRender);
|
|
TELY_PlatformInput *input = &platform->input;
|
|
Dqn_M2x3 model_view = FP_Game_CameraModelViewM2x3(game->camera, platform);
|
|
Dqn_V2 world_mouse_p = input->mouse_p + game->camera.world_pos;
|
|
|
|
// NOTE: Draw tiles ============================================================================
|
|
Dqn_usize tile_count_x = DQN_CAST(Dqn_usize)(platform->core.window_size.w / game->tile_size);
|
|
Dqn_usize tile_count_y = DQN_CAST(Dqn_usize)(platform->core.window_size.h / game->tile_size);
|
|
|
|
for (Dqn_usize x = 0; x < tile_count_x; x++) {
|
|
Dqn_V2 start = Dqn_V2_InitNx2((x + 1) * game->tile_size, 0);
|
|
Dqn_V2 end = Dqn_V2_InitNx2(start.x, platform->core.window_size.h);
|
|
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, .25f), 1.f);
|
|
}
|
|
|
|
for (Dqn_usize y = 0; y < tile_count_y; y++) {
|
|
Dqn_V2 start = Dqn_V2_InitNx2(0, (y + 1) * game->tile_size);
|
|
Dqn_V2 end = Dqn_V2_InitNx2(platform->core.window_size.w, start.y);
|
|
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, .25f), 1.f);
|
|
}
|
|
|
|
TELY_Render_PushColourV4(renderer, TELY_COLOUR_BLACK_V4);
|
|
|
|
// NOTE: Draw entities =========================================================================
|
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
|
|
FP_GameEntity *entity = it.entity;
|
|
if (entity->flags & FP_GameEntityFlag_OccupiedInBuilding)
|
|
continue;
|
|
|
|
// NOTE: Render shapes in entity ===========================================================
|
|
Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
|
|
Dqn_V2 world_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
|
|
|
|
for (FP_GameShape const &shape_ : entity->shapes) {
|
|
FP_GameShape const *shape = &shape_;
|
|
Dqn_V2 local_to_world_p1 = world_pos + shape->p1;
|
|
Dqn_V2 local_to_world_p2 = world_pos + shape->p2;
|
|
switch (shape->type) {
|
|
case FP_GameShapeType_None: {
|
|
} break;
|
|
|
|
case FP_GameShapeType_Circle: {
|
|
TELY_Render_CircleColourV4(renderer, local_to_world_p1, shape->circle_radius, shape->render_mode, shape->colour);
|
|
} break;
|
|
|
|
case FP_GameShapeType_Rect: {
|
|
Dqn_Rect rect = Dqn_Rect_InitV2x2(local_to_world_p1, local_to_world_p2 - local_to_world_p1);
|
|
rect.pos -= rect.size * .5f;
|
|
TELY_Render_RectColourV4(renderer, rect, shape->render_mode, shape->colour);
|
|
} break;
|
|
|
|
case FP_GameShapeType_Line: {
|
|
TELY_Render_LineColourV4(renderer, local_to_world_p1, local_to_world_p2, shape->colour, shape->line_thickness);
|
|
} break;
|
|
}
|
|
}
|
|
|
|
// NOTE: Render entity sprites =============================================================
|
|
if (entity->action.sprite.anim) {
|
|
FP_GameEntityAction const *action = &entity->action;
|
|
TELY_AssetAnimatedSprite const sprite = action->sprite;
|
|
|
|
uint64_t elapsed_ms = game->clock_ms - action->started_at_clock_ms;
|
|
uint16_t anim_frame = DQN_CAST(uint16_t)(elapsed_ms / sprite.anim->ms_per_frame) % sprite.anim->count;
|
|
|
|
Dqn_usize sprite_index = sprite.anim->index + anim_frame;
|
|
Dqn_Rect src_rect = {};
|
|
switch (sprite.sheet->type) {
|
|
case TELY_AssetSpriteSheetType_Uniform: {
|
|
Dqn_usize sprite_sheet_row = sprite_index / sprite.sheet->sprites_per_row;
|
|
Dqn_usize sprite_sheet_column = sprite_index % sprite.sheet->sprites_per_row;
|
|
src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite.sheet->sprite_size.w);
|
|
src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite.sheet->sprite_size.y);
|
|
src_rect.size.w = DQN_CAST(Dqn_f32)sprite.sheet->sprite_size.w;
|
|
src_rect.size.h = DQN_CAST(Dqn_f32)sprite.sheet->sprite_size.h;
|
|
} break;
|
|
|
|
case TELY_AssetSpriteSheetType_Rects: {
|
|
DQN_ASSERT(sprite_index < sprite.sheet->rects.size);
|
|
src_rect = sprite.sheet->rects.data[sprite_index];
|
|
} break;
|
|
}
|
|
|
|
Dqn_f32 sprite_in_meters = FP_Game_PixelsToMetersNx1(game, src_rect.size.y);
|
|
Dqn_f32 size_scale = entity->sprite_height.meters / sprite_in_meters;
|
|
|
|
Dqn_Rect dest_rect = {};
|
|
dest_rect.size = src_rect.size * size_scale;
|
|
dest_rect.pos = world_pos - (dest_rect.size * .5f);
|
|
|
|
if (sprite.flip & TELY_AssetFlip_X)
|
|
dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally
|
|
|
|
if (sprite.flip & TELY_AssetFlip_Y)
|
|
dest_rect.size.h *= -1.f; // NOTE: Flip the texture vertically
|
|
|
|
TELY_Render_TextureColourV4(renderer,
|
|
sprite.sheet->tex_handle,
|
|
src_rect,
|
|
dest_rect,
|
|
Dqn_V2_Zero /*rotate origin*/,
|
|
0.f /*rotate radians*/,
|
|
TELY_COLOUR_WHITE_V4);
|
|
}
|
|
|
|
DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) {
|
|
FP_GameRenderSprite *sprite = entity->extra_cosmetic_anims.data + anim_index;
|
|
uint64_t elapsed_ms = game->clock_ms - sprite->started_at_clock_ms;
|
|
uint16_t raw_anim_frame = DQN_CAST(uint16_t)(elapsed_ms / sprite->asset.anim->ms_per_frame);
|
|
if (raw_anim_frame > sprite->asset.anim->count && !sprite->loop) {
|
|
anim_index = Dqn_FArray_EraseRange(&entity->extra_cosmetic_anims, anim_index, 1, Dqn_ArrayErase_Unstable).it_index;
|
|
continue;
|
|
}
|
|
|
|
uint16_t anim_frame = raw_anim_frame % sprite->asset.anim->count;
|
|
Dqn_usize sprite_index = sprite->asset.anim->index + anim_frame;
|
|
Dqn_Rect src_rect = {};
|
|
switch (sprite->asset.sheet->type) {
|
|
case TELY_AssetSpriteSheetType_Uniform: {
|
|
Dqn_usize sprite_sheet_row = sprite_index / sprite->asset.sheet->sprites_per_row;
|
|
Dqn_usize sprite_sheet_column = sprite_index % sprite->asset.sheet->sprites_per_row;
|
|
src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite->asset.sheet->sprite_size.w);
|
|
src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite->asset.sheet->sprite_size.y);
|
|
src_rect.size.w = DQN_CAST(Dqn_f32)sprite->asset.sheet->sprite_size.w;
|
|
src_rect.size.h = DQN_CAST(Dqn_f32)sprite->asset.sheet->sprite_size.h;
|
|
} break;
|
|
|
|
case TELY_AssetSpriteSheetType_Rects: {
|
|
DQN_ASSERT(sprite_index < sprite->asset.sheet->rects.size);
|
|
src_rect = sprite->asset.sheet->rects.data[sprite_index];
|
|
} break;
|
|
}
|
|
|
|
Dqn_f32 sprite_in_meters = FP_Game_PixelsToMetersNx1(game, src_rect.size.y);
|
|
Dqn_f32 size_scale = sprite->height.meters / sprite_in_meters;
|
|
|
|
Dqn_Rect dest_rect = {};
|
|
dest_rect.size = src_rect.size * size_scale;
|
|
dest_rect.pos = world_pos - (dest_rect.size * .5f) + sprite->offset;
|
|
|
|
if (sprite->asset.flip & TELY_AssetFlip_X)
|
|
dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally
|
|
|
|
if (sprite->asset.flip & TELY_AssetFlip_Y)
|
|
dest_rect.size.h *= -1.f; // NOTE: Flip the texture vertically
|
|
|
|
TELY_Render_TextureColourV4(renderer,
|
|
sprite->asset.sheet->tex_handle,
|
|
src_rect,
|
|
dest_rect,
|
|
Dqn_V2_Zero /*rotate origin*/,
|
|
0.f /*rotation*/,
|
|
TELY_COLOUR_WHITE_V4);
|
|
}
|
|
|
|
if (entity->type == FP_EntityType_ClubTerry ||
|
|
entity->type == FP_EntityType_AirportTerry ||
|
|
entity->type == FP_EntityType_ChurchTerry) {
|
|
|
|
FP_GameEntityAction const *action = &entity->action;
|
|
bool draw_timer = entity->type == FP_EntityType_ClubTerry && action->state == FP_EntityClubTerryState_PartyTime ||
|
|
entity->type == FP_EntityType_AirportTerry && action->state == FP_EntityAirportTerryState_FlyPassenger ||
|
|
entity->type == FP_EntityType_ChurchTerry && action->state == FP_EntityChurchTerryState_ConvertPatron;
|
|
if (draw_timer) {
|
|
Dqn_f32 duration = action->end_at_clock_ms - DQN_CAST(Dqn_f32)action->started_at_clock_ms;
|
|
Dqn_f32 elapsed = DQN_CAST(Dqn_f32)(game->clock_ms - action->started_at_clock_ms);
|
|
Dqn_f32 t01 = DQN_MIN(1.f, elapsed / duration);
|
|
Dqn_Rect rect = {};
|
|
rect.pos = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0, -0.3f));
|
|
rect.size = Dqn_V2_InitNx2(world_hit_box.size.w * t01, 16.f);
|
|
TELY_Render_RectColourV4(renderer, rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_RED_TOMATO_V4, 1.0f));
|
|
}
|
|
}
|
|
|
|
if (game->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->debug_ui) {
|
|
// NOTE: Render waypoint entities ======================================================
|
|
if (entity->flags & FP_GameEntityFlag_MobSpawner) {
|
|
Dqn_V2 start = world_pos;
|
|
for (FP_GameEntity *waypoint_entity = entity->first_child; waypoint_entity; waypoint_entity = waypoint_entity->next) {
|
|
if ((waypoint_entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint) == 0)
|
|
continue;
|
|
|
|
Dqn_V2 end = FP_Game_CalcEntityWorldPos(game, waypoint_entity->handle);
|
|
TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_BLUE_CADET_V4, 2.f);
|
|
start = end;
|
|
}
|
|
}
|
|
|
|
if (entity->flags & FP_GameEntityFlag_MobSpawner)
|
|
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_BLUE_CADET_V4);
|
|
|
|
if (entity->flags & FP_GameEntityFlag_MobSpawnerWaypoint)
|
|
TELY_Render_CircleColourV4(renderer, world_pos, 16.f /*radius*/, TELY_RenderShapeMode_Line, TELY_COLOUR_BLUE_CADET_V4);
|
|
|
|
if (entity->flags & FP_GameEntityFlag_BuildZone) {
|
|
{
|
|
Dqn_V2 line_p1 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0, 0));
|
|
Dqn_V2 line_p2 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(1, 1));
|
|
TELY_Render_LineColourV4(renderer, line_p1, line_p2, TELY_COLOUR_BLACK_V4, 2.f);
|
|
}
|
|
{
|
|
Dqn_V2 line_p1 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0, 1));
|
|
Dqn_V2 line_p2 = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(1, 0));
|
|
TELY_Render_LineColourV4(renderer, line_p1, line_p2, TELY_COLOUR_BLACK_V4, 2.f);
|
|
}
|
|
}
|
|
|
|
// NOTE: Render attack box =================================================================
|
|
{
|
|
Dqn_Rect attack_box = FP_Game_CalcEntityAttackWorldHitBox(game, entity->handle);
|
|
TELY_Render_RectColourV4(renderer, attack_box, TELY_RenderShapeMode_Line, TELY_COLOUR_RED_TOMATO_V4);
|
|
}
|
|
|
|
// NOTE: Render world position =============================================================
|
|
TELY_Render_CircleColourV4(renderer, world_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
|
|
|
|
// NOTE: Render hot/active entity ==========================================================
|
|
if (game->clicked_entity == entity->handle) {
|
|
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4);
|
|
|
|
// NOTE: Draw the waypoints that the entity is moving along
|
|
Dqn_V2 start = world_pos;
|
|
for (FP_SentinelListLink<FP_GameWaypoint> *link = nullptr; FP_SentinelList_Iterate(&entity->waypoints, &link); ) {
|
|
Dqn_V2 end = FP_Game_CalcWaypointWorldPos(game, &link->data);
|
|
TELY_Render_LineColourV4(renderer, start, end, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4, 2.f);
|
|
start = end;
|
|
}
|
|
} else if (game->hot_entity == entity->handle || (entity->flags & FP_GameEntityFlag_DrawHitBox)) {
|
|
Dqn_V4 hot_colour = game->hot_entity == entity->handle ? TELY_COLOUR_RED_TOMATO_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_YELLOW_SANDY_V4, .5f);
|
|
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, hot_colour);
|
|
}
|
|
|
|
if (game->hot_entity == entity->handle) {
|
|
if (entity->name.size) {
|
|
Dqn_V2I player_tile = Dqn_V2I_InitNx2(world_pos.x / game->tile_size, world_pos.y / game->tile_size);
|
|
Dqn_f32 line_height = TELY_Render_FontHeight(renderer, &platform->assets);
|
|
Dqn_V2 draw_p = world_mouse_p;
|
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "%.*s", DQN_STRING_FMT(entity->name)); draw_p.y += line_height;
|
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Pos: (%.1f, %.1f)", world_pos.x, world_pos.y); draw_p.y += line_height;
|
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Hit Box Size: %.1fx%.1f", world_hit_box.size.x, world_hit_box.size.y); draw_p.y += line_height;
|
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "Tile: %I32dx%I32d", player_tile.x, player_tile.y); draw_p.y += line_height;
|
|
TELY_Render_TextF(renderer, draw_p, Dqn_V2_InitNx2(0.f, 1), "World Mouse Pos: (%.1f, %.1f)", world_mouse_p.x, world_mouse_p.y); draw_p.y += line_height;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
if (!FP_Game_IsNilEntityHandle(game, game->clicked_entity)) {
|
|
// NOTE: Render building blueprint =========================================================
|
|
if (game->build_mode) {
|
|
FP_GameEntity *entity = FP_Game_GetEntity(game, game->clicked_entity);
|
|
|
|
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
|
|
Dqn_V2 label_p = Dqn_V2_InitNx2(platform->core.window_size.x * .5f, platform->core.window_size.y * .1f);
|
|
TELY_Render_Text(renderer, label_p, Dqn_V2_InitNx2(0.5f, 0.5f), DQN_STRING8("Build Mode"));
|
|
TELY_Render_PopTransform(renderer);
|
|
|
|
FP_GamePlaceableBuilding placeable_building = PLACEABLE_BUILDINGS[game->build_mode_building_index];
|
|
FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
|
|
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle);
|
|
|
|
Dqn_V4 colour = game->build_mode_can_place_building ?
|
|
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f) :
|
|
TELY_Colour_V4Alpha(TELY_COLOUR_RED_V4, 0.5f);
|
|
|
|
TELY_Render_RectColourV4(renderer, dest_rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_BLUE_CADET_V4, 0.5f));
|
|
TELY_Render_TextureColourV4(renderer,
|
|
club_terry_render_data.sheet->tex_handle,
|
|
club_terry_render_data.sheet_rect,
|
|
dest_rect,
|
|
Dqn_V2_Zero /*rotate origin*/,
|
|
0.f /*rotation*/,
|
|
colour);
|
|
}
|
|
|
|
// NOTE: Render the building selector UI ===================================================
|
|
{
|
|
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
|
|
DQN_DEFER { TELY_Render_PopTransform(renderer); };
|
|
|
|
game->build_mode_building_index = DQN_CLAMP(game->build_mode_building_index, 0, DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1);
|
|
|
|
Dqn_f32 building_ui_size = 150.f;
|
|
Dqn_f32 padding = 10.f;
|
|
Dqn_f32 total_size = DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) * building_ui_size + ((DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS) - 1) * padding);
|
|
Dqn_f32 start_x = (platform->core.window_size.x * .5f) - (total_size * .5f);
|
|
DQN_FOR_UINDEX (building_index, DQN_ARRAY_UCOUNT(PLACEABLE_BUILDINGS)) {
|
|
FP_GamePlaceableBuilding building = PLACEABLE_BUILDINGS[building_index];
|
|
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, building.type, building.state, FP_GameDirection_Down);
|
|
Dqn_Rect rect = Dqn_Rect_InitNx4(start_x + (building_index * building_ui_size) + (padding * building_index),
|
|
32.f,
|
|
building_ui_size,
|
|
building_ui_size);
|
|
|
|
Dqn_V4 texture_colour = TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, .5f);
|
|
Dqn_V4 outline_colour = TELY_COLOUR_WHITE_PALE_GOLDENROD_V4;
|
|
if (game->build_mode_building_index == building_index) {
|
|
outline_colour = TELY_COLOUR_RED_TOMATO_V4;
|
|
texture_colour.a = 1.f;
|
|
}
|
|
|
|
TELY_Render_RectColourV4(renderer, rect, TELY_RenderShapeMode_Fill, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f));
|
|
TELY_Render_TextureColourV4(renderer,
|
|
render_data.sheet->tex_handle,
|
|
render_data.sheet_rect,
|
|
rect,
|
|
Dqn_V2_Zero /*rotate origin*/,
|
|
0.f /*rotation*/,
|
|
texture_colour);
|
|
|
|
|
|
TELY_RenderCommandRect *cmd = TELY_Render_RectColourV4(renderer, rect, TELY_RenderShapeMode_Line, outline_colour);
|
|
cmd->thickness = 2.f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// NOTE: Add scanlines into the game for A E S T H E T I C S
|
|
Dqn_V2 screen_size = Dqn_V2_InitNx2(platform->core.window_size.w, platform->core.window_size.h);
|
|
Dqn_f32 scanline_gap = 4.0f;
|
|
Dqn_f32 scanline_thickness = 3.0f;
|
|
FP_GameRenderCameraFollowScanlines(renderer, screen_size, game->camera.world_pos, scanline_gap, scanline_thickness);
|
|
}
|
|
|
|
extern "C" __declspec(dllexport)
|
|
void TELY_DLL_FrameUpdate(void *user_data)
|
|
{
|
|
TELY_Platform *platform = DQN_CAST(TELY_Platform *) user_data;
|
|
TELY_PlatformInput *input = &platform->input;
|
|
TELY_Assets *assets = &platform->assets;
|
|
TELY_Renderer *renderer = &platform->renderer;
|
|
FP_Game *game = DQN_CAST(FP_Game *) platform->user_data;
|
|
TELY_RFui *rfui = &game->rfui;
|
|
|
|
TELY_Render_ClearColourV3(renderer, TELY_COLOUR_BLACK_MIDNIGHT_V4.rgb);
|
|
TELY_Render_PushFont(renderer, game->jetbrains_mono_font);
|
|
|
|
TELY_RFui_FrameSetup(rfui, &platform->frame_arena);
|
|
TELY_RFui_PushFont(rfui, game->jetbrains_mono_font);
|
|
TELY_RFui_PushLabelColourV4(rfui, TELY_COLOUR_BLACK_MIDNIGHT_V4);
|
|
|
|
// =============================================================================================
|
|
|
|
game->prev_clicked_entity = game->clicked_entity;
|
|
game->prev_hot_entity = game->hot_entity;
|
|
game->prev_active_entity = game->active_entity;
|
|
game->hot_entity = {};
|
|
game->active_entity = {};
|
|
Dqn_FArray_Clear(&game->parent_entity_stack);
|
|
Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle);
|
|
|
|
Dqn_M2x3 model_view = FP_Game_CameraModelViewM2x3(game->camera, platform);
|
|
TELY_Render_PushTransform(renderer, model_view);
|
|
Dqn_V2 world_mouse_p = input->mouse_p + game->camera.world_pos;
|
|
|
|
// =============================================================================================
|
|
|
|
TELY_Audio *audio = &platform->audio;
|
|
|
|
#if 0
|
|
if (audio->playback_size == 0) {
|
|
TELY_Audio_Play(audio, game->audio[FP_GameAudio_TestAudio], 1.f /*volume*/);
|
|
}
|
|
#endif
|
|
|
|
// =============================================================================================
|
|
|
|
if (TELY_Platform_InputKeyWasDown(input->mouse_left) && TELY_Platform_InputKeyIsDown(input->mouse_left)) {
|
|
if (game->prev_active_entity.id)
|
|
game->active_entity = game->prev_active_entity;
|
|
} else {
|
|
for (FP_GameEntityIterator it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &it, game->root_entity); ) {
|
|
FP_GameEntity *entity = it.entity;
|
|
if (entity->local_hit_box_size.x <= 0 || entity->local_hit_box_size.y <= 0)
|
|
continue;
|
|
|
|
if ((entity->flags & FP_GameEntityFlag_Clickable) == 0)
|
|
continue;
|
|
|
|
Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
|
|
if (!Dqn_Rect_ContainsPoint(world_hit_box, world_mouse_p))
|
|
continue;
|
|
|
|
game->hot_entity = entity->handle;
|
|
if (TELY_Platform_InputKeyIsPressed(input->mouse_left)) {
|
|
game->active_entity = entity->handle;
|
|
game->clicked_entity = entity->handle;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (game->delta_s_accumulator += DQN_CAST(Dqn_f32)input->delta_s;
|
|
game->delta_s_accumulator > PHYSICS_STEP;
|
|
game->delta_s_accumulator -= PHYSICS_STEP) {
|
|
FP_Update(platform, game, input);
|
|
}
|
|
|
|
FP_Render(game, platform, renderer);
|
|
|
|
// NOTE: UI ====================================================================================
|
|
TELY_Render_PushTransform(renderer, Dqn_M2x3_Identity());
|
|
DQN_DEFER { TELY_Render_PopTransform(renderer); };
|
|
if (game->debug_ui) {
|
|
// NOTE: Info bar ==========================================================================
|
|
{
|
|
TELY_RFuiResult info_bar = TELY_RFui_Row(rfui, DQN_STRING8("Info Bar"));
|
|
info_bar.widget->semantic_position[TELY_RFuiAxis_X].kind = TELY_RFuiPositionKind_Absolute;
|
|
info_bar.widget->semantic_position[TELY_RFuiAxis_X].value = 10.f;
|
|
info_bar.widget->semantic_position[TELY_RFuiAxis_Y].kind = TELY_RFuiPositionKind_Absolute;
|
|
info_bar.widget->semantic_position[TELY_RFuiAxis_Y].value = 10.f;
|
|
|
|
TELY_RFui_PushParent(rfui, info_bar.widget);
|
|
DQN_DEFER { TELY_RFui_PopParent(rfui); };
|
|
|
|
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
|
|
TELY_RFui_TextF(rfui, "TELY");
|
|
if (Dqn_String8_IsValid(platform->core.os_name)) {
|
|
TELY_RFui_TextF(rfui, " | %.*s", DQN_STRING_FMT(platform->core.os_name));
|
|
}
|
|
|
|
TELY_RFui_TextF(rfui,
|
|
" | %dx%d %.1fHz | TSC %.1f GHz",
|
|
platform->core.window_size.w,
|
|
platform->core.window_size.h,
|
|
platform->core.display.refresh_rate,
|
|
platform->core.tsc_per_second / 1'000'000'000.0);
|
|
|
|
if (platform->core.ram_mb)
|
|
TELY_RFui_TextF(rfui, " | RAM %.1fGB", platform->core.ram_mb / 1024.0);
|
|
|
|
TELY_RFui_TextF(rfui,
|
|
" | Work %04.1fms/f (%04.1f%%) | %05.1f FPS | Frame %'I64u | Timer %.1fs",
|
|
input->work_ms,
|
|
input->work_ms * 100.0 / input->delta_ms,
|
|
1000.0 / input->delta_ms,
|
|
input->frame_counter,
|
|
input->timer_s);
|
|
|
|
}
|
|
|
|
// NOTE: Other
|
|
{
|
|
TELY_RFuiResult profiler_layout = TELY_RFui_Column(rfui, DQN_STRING8("Profiler Bar"));
|
|
profiler_layout.widget->semantic_position[TELY_RFuiAxis_X].kind = TELY_RFuiPositionKind_Absolute;
|
|
profiler_layout.widget->semantic_position[TELY_RFuiAxis_X].value = 10.f;
|
|
profiler_layout.widget->semantic_position[TELY_RFuiAxis_Y].kind = TELY_RFuiPositionKind_Absolute;
|
|
profiler_layout.widget->semantic_position[TELY_RFuiAxis_Y].value = TELY_Asset_GetFont(assets, TELY_RFui_ActiveFont(rfui))->pixel_height * 1.5f;
|
|
|
|
TELY_RFui_PushParent(rfui, profiler_layout.widget);
|
|
DQN_DEFER { TELY_RFui_PopParent(rfui); };
|
|
|
|
TELY_RFui_TextF(rfui, "Camera: %.1f, %.1f", game->camera.world_pos.x, game->camera.world_pos.y);
|
|
|
|
Dqn_ProfilerAnchor *anchors = Dqn_Profiler_AnchorBuffer(Dqn_ProfilerAnchorBuffer_Back);
|
|
for (size_t anchor_index = 1; anchor_index < DQN_PROFILER_ANCHOR_BUFFER_SIZE; anchor_index++) {
|
|
Dqn_ProfilerAnchor const *anchor = anchors + anchor_index;
|
|
if (!anchor->hit_count)
|
|
continue;
|
|
|
|
uint64_t tsc_exclusive = anchor->tsc_exclusive;
|
|
uint64_t tsc_inclusive = anchor->tsc_inclusive;
|
|
Dqn_f64 tsc_exclusive_milliseconds = tsc_exclusive * 1000 / DQN_CAST(Dqn_f64)platform->core.tsc_per_second;
|
|
if (tsc_exclusive == tsc_inclusive) {
|
|
TELY_RFui_TextF(rfui,
|
|
"%.*s[%u]: %.1fms",
|
|
DQN_STRING_FMT(anchor->name),
|
|
anchor->hit_count,
|
|
tsc_exclusive_milliseconds);
|
|
} else {
|
|
Dqn_f64 tsc_inclusive_milliseconds = tsc_inclusive * 1000 / DQN_CAST(Dqn_f64)platform->core.tsc_per_second;
|
|
TELY_RFui_TextF(rfui,
|
|
"%.*s[%u]: %.1f/%.1fms",
|
|
DQN_STRING_FMT(anchor->name),
|
|
anchor->hit_count,
|
|
tsc_exclusive_milliseconds,
|
|
tsc_inclusive_milliseconds);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TELY_RFui_Flush(rfui, renderer, input, assets);
|
|
TELY_Audio_MixPlaybackSamples(audio, assets);
|
|
}
|