Maximum hand reach and spice

main
Cameron Murphy Reikes 2 years ago
parent b61ec16309
commit 3f87ea16d9

@ -342,6 +342,7 @@ void ser_player(char **out, struct Player *p)
ser_int(out, p->currently_inhabiting_index);
ser_V2(out, p->pos);
ser_V2(out, p->vel);
ser_float(out, p->spice_taken_away);
// input
ser_V2(out, p->movement);
@ -361,6 +362,7 @@ void des_player(char **in, struct Player *p, struct GameState *gs)
des_int(in, &p->currently_inhabiting_index);
des_V2(in, &p->pos);
des_V2(in, &p->vel);
des_float(in, &p->spice_taken_away);
// input
des_V2(in, &p->movement);
@ -499,6 +501,7 @@ void process(struct GameState *gs, float dt)
struct Box *cur_box = (struct Box *)cpShapeGetUserData(nearest);
struct Grid *cur_grid = (struct Grid *)cpBodyGetUserData(cpShapeGetBody(nearest));
grid_remove_box(gs->space, cur_grid, cur_box);
p->spice_taken_away -= 0.1f;
}
else if(p->grid_index == -1)
{
@ -512,6 +515,7 @@ void process(struct GameState *gs, float dt)
break;
}
}
p->spice_taken_away += 0.2f;
grid_new(empty_grid, gs, p->build);
box_new(&empty_grid->boxes[0], gs, empty_grid, (V2){0});
}
@ -530,6 +534,7 @@ void process(struct GameState *gs, float dt)
}
// @Robust cleanly fail when not enough boxes
assert(empty_box != NULL);
p->spice_taken_away += 0.1f;
box_new(empty_box, gs, g, grid_world_to_local(g, p->build));
}
}
@ -580,8 +585,10 @@ void process(struct GameState *gs, float dt)
if (p->currently_inhabiting_index == -1)
{
p->vel = V2add(p->vel, V2scale(p->movement, dt*3.0f));
// @Robust make sure movement vector is normalized so player can't cheat
p->vel = V2add(p->vel, V2scale(p->movement, dt*0.5f));
p->pos = V2add(p->pos, V2scale(p->vel, dt));
p->spice_taken_away += dt*0.15f*V2length(p->movement);
}
else
{
@ -589,6 +596,14 @@ void process(struct GameState *gs, float dt)
p->pos = V2lerp(p->pos, grid_com(g), dt * 20.0f);
cpBodyApplyForceAtWorldPoint(g->body, v2_to_cp(V2scale(p->movement, 5.0f)), v2_to_cp(grid_com(g)));
}
if(p->spice_taken_away >= 1.0f)
{
reset_player(p);
p->connected = true;
}
p->spice_taken_away = clamp01(p->spice_taken_away);
}
cpSpaceStep(gs->space, dt);

@ -129,6 +129,22 @@ static void drawbox(V2 gridpos, float rot, V2 bpos, float damage, bool offset_fr
sgp_pop_transform();
}
static void draw_circle(V2 point, float radius)
{
#define POINTS 64
sgp_line lines[POINTS];
for (int i = 0; i < POINTS; i++)
{
float progress = (float)i / (float)POINTS;
float next_progress = (float)(i + 1) / (float)POINTS;
lines[i].a = (V2){.x = cos(progress * 2.0f * PI) * radius, .y = sin(progress * 2.0f * PI) * radius};
lines[i].b = (V2){.x = cos(next_progress * 2.0f * PI) * radius, .y = sin(next_progress * 2.0f * PI) * radius};
lines[i].a = V2add(lines[i].a, point);
lines[i].b = V2add(lines[i].b, point);
}
sgp_draw_lines(lines, POINTS);
}
static void frame(void)
{
int width = sapp_width(), height = sapp_height();
@ -207,6 +223,7 @@ static void frame(void)
float grid_rotation;
V2 pos;
} build_preview = {0};
bool hand_at_arms_length = false;
{
// calculate world position and camera
{
@ -222,14 +239,29 @@ static void frame(void)
// calculate build preview stuff
int grid_index = -1;
if (myplayer != -1)
{
struct Grid *placing_grid = closest_to_point_in_radius(&gs, world_mouse_pos, 0.35f);
V2 hand_pos = V2sub(world_mouse_pos, gs.players[myplayer].pos);
float hand_len = V2length(hand_pos);
if (hand_len > MAX_HAND_REACH)
{
hand_at_arms_length = true;
hand_len = MAX_HAND_REACH;
}
else
{
hand_at_arms_length = false;
}
hand_pos = V2scale(V2normalize(hand_pos), hand_len);
hand_pos = V2add(hand_pos, gs.players[myplayer].pos);
struct Grid *placing_grid = closest_to_point_in_radius(&gs, hand_pos, 0.35f);
if (placing_grid == NULL)
{
build_preview = (struct BuildPreviewInfo){
.grid_pos = world_mouse_pos,
.grid_pos = hand_pos,
.grid_rotation = 0.0f,
.pos = world_mouse_pos,
.pos = hand_pos,
};
}
else
@ -242,7 +274,7 @@ static void frame(void)
break;
}
}
V2 pos = grid_snapped_box_pos(placing_grid, world_mouse_pos);
V2 pos = grid_snapped_box_pos(placing_grid, hand_pos);
build_preview = (struct BuildPreviewInfo){
.grid_pos = grid_pos(placing_grid),
.grid_rotation = grid_rotation(placing_grid),
@ -285,6 +317,17 @@ static void frame(void)
sgp_set_color(0.1f, 0.1f, 0.1f, 1.0f);
sgp_clear();
// draw spice bar
if (myplayer != -1)
{
sgp_set_color(0.5f, 0.5f, 0.5f, 1.0f);
float margin = width * 0.1;
float bar_width = width - margin * 2.0f;
sgp_draw_filled_rect(margin, 80.0f, bar_width, 30.0f);
sgp_set_color(1.0f, 1.0f, 1.0f, 1.0f);
sgp_draw_filled_rect(margin, 80.0f, bar_width * (1.0f - gs.players[myplayer].spice_taken_away), 30.0f);
}
// sokol drawing library draw in world space
{
sgp_translate(width / 2, height / 2);
@ -295,9 +338,16 @@ static void frame(void)
sgp_translate(-camera_pos.x, -camera_pos.y);
}
sgp_set_color(1.0f, 1.0f, 1.0f, 1.0f);
if (myplayer != -1)
{
static float hand_reach_alpha = 1.0f;
hand_reach_alpha = lerp(hand_reach_alpha, hand_at_arms_length ? 1.0f : 0.0f, dt*5.0);
sgp_set_color(1.0f, 1.0f, 1.0f, hand_reach_alpha);
draw_circle(gs.players[myplayer].pos, MAX_HAND_REACH);
}
// stars
sgp_set_color(1.0f, 1.0f, 1.0f, 1.0f);
const int num = 50;
for (int x = -num; x < num; x++)
{

@ -2,6 +2,7 @@
#define MAX_PLAYERS 4
#define BOX_SIZE 0.5f
#define MAX_HAND_REACH 1.0f
#define MAX_GRIDS 32
#define MAX_BOXES_PER_GRID 32
#define BOX_MASS 1.0f
@ -52,10 +53,12 @@ struct GameState
cpSpace *space;
struct Player
{
int currently_inhabiting_index; // is equal to -1 when not inhabiting a grid
bool connected;
int currently_inhabiting_index; // is equal to -1 when not inhabiting a grid
V2 pos;
V2 vel;
float spice_taken_away; // at 1.0, out of spice
// input
V2 movement;
@ -200,6 +203,11 @@ static V2 V2sub(V2 a, V2 b)
};
}
static inline float clamp01(float f)
{
return fmax(0.0f, fmin(f, 1.0f));
}
static float lerp(float a, float b, float f)
{
return a * (1.0f - f) + (b * f);

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