136 lines
5.4 KiB
C++
136 lines
5.4 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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static void FP_Entity_AddDebugEditorFlags(FP_Game *game, FP_GameEntityHandle handle)
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{
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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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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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entity->flags |= FP_GameEntityFlag_MoveByMouse;
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entity->flags |= FP_GameEntityFlag_MoveByGamepad;
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}
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}
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static FP_GameEntityHandle FP_Entity_CreateWaypointF(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
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FP_GameEntityHandle result = entity->handle;
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va_end(args);
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entity->local_pos = pos;
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entity->local_hit_box_size = Dqn_V2_InitNx1(32);
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FP_Entity_AddDebugEditorFlags(game, entity->handle);
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entity->flags |= FP_GameEntityFlag_MobSpawnerWaypoint;
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FP_GameShape *shape = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
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shape->type = FP_GameShapeType_Circle;
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shape->circle_radius = 16.f;
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shape->render_mode = TELY_RenderShapeMode_Line;
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shape->colour = TELY_COLOUR_BLUE_CADET_V4;
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return result;
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}
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static FP_GameEntityHandle FP_Entity_CreateSmoochie(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
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FP_GameEntityHandle result = entity->handle;
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va_end(args);
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entity->type = FP_EntityType_Smoochie;
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entity->hp = 3;
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entity->local_pos = pos;
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entity->sprite_height.meters = 1.6f;
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entity->local_hit_box_size = Dqn_V2_InitNx2(0.4f, 1.6f) * FP_Game_MetersToPixels(game);
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FP_Entity_AddDebugEditorFlags(game, entity->handle);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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return result;
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}
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static FP_GameEntityHandle FP_Entity_CreateWallAtTile(FP_Game *game, Dqn_String8 name, Dqn_V2I tile_pos, Dqn_V2I size_in_tiles)
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{
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Dqn_V2 size = Dqn_V2_InitV2I(size_in_tiles * DQN_CAST(int32_t) game->tile_size);
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Dqn_V2 world_pos = FP_Game_TilePosToWorldPos(game, tile_pos);
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world_pos += size * .5f;
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, name.data);
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FP_GameEntityHandle result = entity->handle;
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entity->local_pos = world_pos;
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entity->local_hit_box_size = Dqn_V2_InitV2I(size_in_tiles * DQN_CAST(int32_t)game->tile_size);
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FP_Entity_AddDebugEditorFlags(game, entity->handle);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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FP_GameShape *wall = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
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wall->type = FP_GameShapeType_Rect;
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wall->p2 = entity->local_hit_box_size;
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wall->colour = TELY_COLOUR_GREEN_DARK_KHAKI_V4;
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return result;
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}
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static FP_GameEntityHandle FP_Entity_CreateMobSpawner(FP_Game *game, Dqn_V2 pos, Dqn_usize spawn_cap, char const *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
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FP_GameEntityHandle result = entity->handle;
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va_end(args);
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entity->local_pos = pos;
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entity->local_hit_box_size = Dqn_V2_InitNx1(32);
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_MobSpawner;
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entity->spawn_cap = spawn_cap;
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entity->spawn_list = FP_SentinelList_Init<FP_GameEntityHandle>(game->chunk_pool);
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FP_GameShape *shape = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
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shape->type = FP_GameShapeType_Rect;
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shape->p1 = {};
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shape->p2 = entity->local_hit_box_size;
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shape->render_mode = TELY_RenderShapeMode_Line;
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shape->colour = TELY_COLOUR_BLUE_CADET_V4;
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return result;
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}
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static FP_GameEntityHandle FP_Entity_CreateTerry(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
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FP_GameEntityHandle result = entity->handle;
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va_end(args);
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entity->type = FP_EntityType_Terry;
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entity->local_pos = pos;
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entity->sprite_height.meters = 1.8f;
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entity->local_hit_box_size = Dqn_V2_InitNx2(0.5f, entity->sprite_height.meters) * FP_Game_MetersToPixels(game);
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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return result;
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}
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static FP_GameEntityHandle FP_Entity_CreateMerchant(FP_Game *game, Dqn_V2 pos, DQN_FMT_STRING_ANNOTATE char const *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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FP_GameEntity *entity = FP_Game_MakeEntityPointerFV(game, fmt, args);
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FP_GameEntityHandle result = entity->handle;
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va_end(args);
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entity->type = FP_EntityType_Merchant;
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entity->local_pos = pos;
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entity->local_hit_box_size = Dqn_V2_InitNx2(50, 50);
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entity->sprite_height.meters = 3.66f;
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FP_Entity_AddDebugEditorFlags(game, result);
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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return result;
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}
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