|
|
@ -16,6 +16,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
#include <math.h>
|
|
|
|
#include <math.h>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#define ARRLEN(x) ((sizeof(x)/sizeof(0[x])) / ((size_t)(!(sizeof(x) % sizeof(0[x])))))
|
|
|
|
|
|
|
|
|
|
|
|
typedef struct AABB
|
|
|
|
typedef struct AABB
|
|
|
|
{
|
|
|
|
{
|
|
|
|
Vec2 upper_left;
|
|
|
|
Vec2 upper_left;
|
|
|
@ -137,6 +139,13 @@ Vec2 tilecoord_to_world(TileCoord t)
|
|
|
|
return V2( (float)t.x * (float)TILE_SIZE * 1.0f, -(float)t.y * (float)TILE_SIZE * 1.0f );
|
|
|
|
return V2( (float)t.x * (float)TILE_SIZE * 1.0f, -(float)t.y * (float)TILE_SIZE * 1.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// points from tiled editor have their own strange and alien coordinate system (local to the tilemap Y+ down)
|
|
|
|
|
|
|
|
Vec2 tilepoint_to_world(Vec2 tilepoint)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
Vec2 tilecoord = MulV2F(tilepoint, 1.0/TILE_SIZE);
|
|
|
|
|
|
|
|
return tilecoord_to_world((TileCoord){(int)tilecoord.X, (int)tilecoord.Y});
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
TileCoord world_to_tilecoord(Vec2 w)
|
|
|
|
TileCoord world_to_tilecoord(Vec2 w)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
// world = V2(tilecoord.x * tile_size, -tilecoord.y * tile_size)
|
|
|
|
// world = V2(tilecoord.x * tile_size, -tilecoord.y * tile_size)
|
|
|
@ -251,6 +260,16 @@ AnimatedSprite knight_attack =
|
|
|
|
.no_wrap = true,
|
|
|
|
.no_wrap = true,
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
AnimatedSprite old_man_idle =
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
.img = &image_old_man,
|
|
|
|
|
|
|
|
.time_per_frame = 0.4,
|
|
|
|
|
|
|
|
.num_frames = 4,
|
|
|
|
|
|
|
|
.start = {0.0, 0.0},
|
|
|
|
|
|
|
|
.horizontal_diff_btwn_frames = 16.0f,
|
|
|
|
|
|
|
|
.region_size = {16.0f, 16.0f},
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
sg_image image_font = {0};
|
|
|
|
sg_image image_font = {0};
|
|
|
|
const float font_size = 32.0;
|
|
|
|
const float font_size = 32.0;
|
|
|
|
stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
|
|
|
|
stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
|
|
|
@ -272,17 +291,44 @@ typedef enum CharacterState
|
|
|
|
CHARACTER_ATTACK,
|
|
|
|
CHARACTER_ATTACK,
|
|
|
|
} CharacterState;
|
|
|
|
} CharacterState;
|
|
|
|
|
|
|
|
|
|
|
|
typedef struct Character
|
|
|
|
typedef enum EntityKind
|
|
|
|
{
|
|
|
|
{
|
|
|
|
CharacterState state;
|
|
|
|
Player,
|
|
|
|
|
|
|
|
OldMan,
|
|
|
|
|
|
|
|
} EntityKind;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
typedef struct Entity
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
bool exists;
|
|
|
|
|
|
|
|
EntityKind kind;
|
|
|
|
|
|
|
|
|
|
|
|
Vec2 pos;
|
|
|
|
Vec2 pos;
|
|
|
|
bool facing_left;
|
|
|
|
bool facing_left;
|
|
|
|
|
|
|
|
|
|
|
|
// swinging
|
|
|
|
// character
|
|
|
|
|
|
|
|
CharacterState state;
|
|
|
|
double swing_progress;
|
|
|
|
double swing_progress;
|
|
|
|
} Character;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Character player = {0};
|
|
|
|
} Entity;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Entity entities[128] = {0};
|
|
|
|
|
|
|
|
Entity *player = NULL;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Entity *new_entity()
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
for(int i = 0; i < ARRLEN(entities); i++)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
if(!entities[i].exists)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
Entity *to_return = &entities[i];
|
|
|
|
|
|
|
|
*to_return = (Entity){0};
|
|
|
|
|
|
|
|
to_return->exists = true;
|
|
|
|
|
|
|
|
return to_return;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
assert(false);
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void init(void)
|
|
|
|
void init(void)
|
|
|
|
{
|
|
|
|
{
|
|
|
@ -294,9 +340,8 @@ void init(void)
|
|
|
|
|
|
|
|
|
|
|
|
load_assets();
|
|
|
|
load_assets();
|
|
|
|
|
|
|
|
|
|
|
|
// player spawnpoint
|
|
|
|
player = new_entity();
|
|
|
|
Vec2 spawnpoint_tilecoord = MulV2F(level_level0.spawnpoint, 1.0/TILE_SIZE);
|
|
|
|
player->pos = tilepoint_to_world(spawn_tilepoint);
|
|
|
|
player.pos = tilecoord_to_world((TileCoord){(int)spawnpoint_tilecoord.X, (int)spawnpoint_tilecoord.Y});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// load font
|
|
|
|
// load font
|
|
|
|
{
|
|
|
|
{
|
|
|
@ -555,8 +600,7 @@ bool overlapping(AABB a, AABB b)
|
|
|
|
return true; // both segments overlapping
|
|
|
|
return true; // both segments overlapping
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// points must be of length 4, and be in the order: upper left, upper right, lower right, lower left
|
|
|
|
// The image region is in pixel space of the image
|
|
|
|
// the points are in pixels in screen space. The image region is in pixel space of the image
|
|
|
|
|
|
|
|
void draw_quad(bool world_space, Quad quad, sg_image image, AABB image_region, Color tint)
|
|
|
|
void draw_quad(bool world_space, Quad quad, sg_image image, AABB image_region, Color tint)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
Vec2 *points = quad.points;
|
|
|
|
Vec2 *points = quad.points;
|
|
|
@ -597,6 +641,7 @@ void draw_quad(bool world_space, Quad quad, sg_image image, AABB image_region, C
|
|
|
|
AddV2(image_region.upper_left, V2(region_size.X, region_size.Y)),
|
|
|
|
AddV2(image_region.upper_left, V2(region_size.X, region_size.Y)),
|
|
|
|
AddV2(image_region.upper_left, V2(0.0, region_size.Y)),
|
|
|
|
AddV2(image_region.upper_left, V2(0.0, region_size.Y)),
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// convert to uv space
|
|
|
|
// convert to uv space
|
|
|
|
sg_image_info info = sg_query_image_info(image);
|
|
|
|
sg_image_info info = sg_query_image_info(image);
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
|
@ -935,7 +980,7 @@ void frame(void)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
//if(LengthV2(movement) > 0.01 && player.state == CHARACTER_)
|
|
|
|
//if(LengthV2(movement) > 0.01 && player->state == CHARACTER_)
|
|
|
|
#ifdef DEVTOOLS
|
|
|
|
#ifdef DEVTOOLS
|
|
|
|
dbgsquare(screen_to_world(mouse_pos));
|
|
|
|
dbgsquare(screen_to_world(mouse_pos));
|
|
|
|
|
|
|
|
|
|
|
@ -950,7 +995,7 @@ void frame(void)
|
|
|
|
|
|
|
|
|
|
|
|
// line test
|
|
|
|
// line test
|
|
|
|
{
|
|
|
|
{
|
|
|
|
dbgline(player.pos, screen_to_world(mouse_pos));
|
|
|
|
dbgline(player->pos, screen_to_world(mouse_pos));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// debug draw font image
|
|
|
|
// debug draw font image
|
|
|
@ -973,7 +1018,7 @@ void frame(void)
|
|
|
|
#if 0
|
|
|
|
#if 0
|
|
|
|
const char *text = "great idea\nother idea";
|
|
|
|
const char *text = "great idea\nother idea";
|
|
|
|
// measure text
|
|
|
|
// measure text
|
|
|
|
Vec2 pos = player.pos;
|
|
|
|
Vec2 pos = player->pos;
|
|
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
{
|
|
|
|
AABB bounds = draw_text(true, true, text, strlen(text), pos, WHITE);
|
|
|
|
AABB bounds = draw_text(true, true, text, strlen(text), pos, WHITE);
|
|
|
@ -988,43 +1033,44 @@ void frame(void)
|
|
|
|
|
|
|
|
|
|
|
|
#endif // devtools
|
|
|
|
#endif // devtools
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
draw_animated_sprite(&old_man_idle, time, false, V2(884.788635f, -928.000000f), WHITE);
|
|
|
|
// player character
|
|
|
|
// player character
|
|
|
|
{
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
Vec2 character_sprite_pos = AddV2(player.pos, V2(0.0, 20.0f));
|
|
|
|
Vec2 character_sprite_pos = AddV2(player->pos, V2(0.0, 20.0f));
|
|
|
|
|
|
|
|
|
|
|
|
if(attack && (player.state == CHARACTER_IDLE || player.state == CHARACTER_WALKING))
|
|
|
|
if(attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
|
|
|
|
{
|
|
|
|
{
|
|
|
|
player.state = CHARACTER_ATTACK;
|
|
|
|
player->state = CHARACTER_ATTACK;
|
|
|
|
player.swing_progress = 0.0;
|
|
|
|
player->swing_progress = 0.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cam.pos = LerpV2(cam.pos, dt*8.0f, MulV2F(player.pos, -1.0f * cam.scale));
|
|
|
|
cam.pos = LerpV2(cam.pos, dt*8.0f, MulV2F(player->pos, -1.0f * cam.scale));
|
|
|
|
if(player.state == CHARACTER_WALKING)
|
|
|
|
if(player->state == CHARACTER_WALKING)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
player.pos = move_and_slide(player.pos, MulV2F(movement, dt * pixels_per_meter * 4.0f), V2(TILE_SIZE, TILE_SIZE));
|
|
|
|
player->pos = move_and_slide(player->pos, MulV2F(movement, dt * pixels_per_meter * 4.0f), V2(TILE_SIZE, TILE_SIZE));
|
|
|
|
draw_animated_sprite(&knight_running, time, player.facing_left, character_sprite_pos, WHITE);
|
|
|
|
draw_animated_sprite(&knight_running, time, player->facing_left, character_sprite_pos, WHITE);
|
|
|
|
if(LenV2(movement) == 0.0)
|
|
|
|
if(LenV2(movement) == 0.0)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
player.state = CHARACTER_IDLE;
|
|
|
|
player->state = CHARACTER_IDLE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
else
|
|
|
|
{
|
|
|
|
{
|
|
|
|
player.facing_left = movement.X < 0.0f;
|
|
|
|
player->facing_left = movement.X < 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(player.state == CHARACTER_IDLE)
|
|
|
|
else if(player->state == CHARACTER_IDLE)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
draw_animated_sprite(&knight_idle, time, player.facing_left, character_sprite_pos, WHITE);
|
|
|
|
draw_animated_sprite(&knight_idle, time, player->facing_left, character_sprite_pos, WHITE);
|
|
|
|
if(LenV2(movement) > 0.01) player.state = CHARACTER_WALKING;
|
|
|
|
if(LenV2(movement) > 0.01) player->state = CHARACTER_WALKING;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(player.state == CHARACTER_ATTACK)
|
|
|
|
else if(player->state == CHARACTER_ATTACK)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
player.swing_progress += dt;
|
|
|
|
player->swing_progress += dt;
|
|
|
|
draw_animated_sprite(&knight_attack, player.swing_progress, player.facing_left, character_sprite_pos, WHITE);
|
|
|
|
draw_animated_sprite(&knight_attack, player->swing_progress, player->facing_left, character_sprite_pos, WHITE);
|
|
|
|
if(player.swing_progress > anim_sprite_duration(&knight_attack))
|
|
|
|
if(player->swing_progress > anim_sprite_duration(&knight_attack))
|
|
|
|
{
|
|
|
|
{
|
|
|
|
player.state = CHARACTER_IDLE;
|
|
|
|
player->state = CHARACTER_IDLE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|