New art in and "shadow rendering"

main
Cameron Murphy Reikes 2 years ago
parent f32f251929
commit 1f76fef313

1
.gitignore vendored

@ -13,6 +13,7 @@ build_web_release/
build_web/
# copyrighted assets which must be bought
rpgpt_private_assets/
assets/copyrighted/
ForgottenMemories/
ForgottenMemories.zip

@ -22,6 +22,18 @@
{
filepath: "_Roll.png",
}
@image new_knight_idle:
{
filepath: "copyrighted/knight_idle.png",
}
@image new_knight_run:
{
filepath: "copyrighted/knight_run_start.png",
}
@image new_knight_attack:
{
filepath: "copyrighted/knight_attack.png",
}
@image death:
{
filepath: "copyrighted/wraith.png",

@ -359,8 +359,8 @@
"rotation":0,
"visible":true,
"width":32,
"x":518,
"y":579
"x":529.333333333333,
"y":566.333333333333
},
{
"class":"",

@ -692,26 +692,24 @@ void end_text_input(char *what_player_said)
}
}
AnimatedSprite knight_idle =
{
.img = &image_knight_idle,
.time_per_frame = 0.3,
.num_frames = 10,
.start = {16.0f, 0.0f},
.horizontal_diff_btwn_frames = 120.0,
.region_size = {80.0f, 80.0f},
.img = &image_new_knight_idle,
.time_per_frame = 0.4,
.num_frames = 6,
.start = {0.0f, 0.0f},
.horizontal_diff_btwn_frames = 64.0,
.region_size = {64.0f, 64.0f},
};
AnimatedSprite knight_running =
{
.img = &image_knight_run,
.time_per_frame = 0.06,
.num_frames = 10,
.start = {19.0f, 0.0f},
.horizontal_diff_btwn_frames = 120.0,
.region_size = {80.0f, 80.0f},
.img = &image_new_knight_run,
.time_per_frame = 0.1,
.num_frames = 7,
.start = {64.0f*10, 0.0f},
.horizontal_diff_btwn_frames = 64.0,
.region_size = {64.0f, 64.0f},
};
AnimatedSprite knight_rolling =
@ -728,12 +726,12 @@ AnimatedSprite knight_rolling =
AnimatedSprite knight_attack =
{
.img = &image_knight_attack,
.img = &image_new_knight_attack,
.time_per_frame = 0.06,
.num_frames = 4,
.start = {37.0f, 0.0f},
.horizontal_diff_btwn_frames = 120.0,
.region_size = {80.0f, 80.0f},
.num_frames = 7,
.start = {0.0f, 0.0f},
.horizontal_diff_btwn_frames = 64.0,
.region_size = {64.0f, 64.0f},
.no_wrap = true,
};
@ -1755,6 +1753,25 @@ float y_coord_sorting_at(Vec2 pos)
return 1.0f - y_coord_sorting;
}
void draw_shadow_for(DrawParams d)
{
Quad sheared_quad = d.quad;
float height = d.quad.ur.y - d.quad.lr.y;
Vec2 shear_addition = V2(-height*0.35f, -height*0.2f);
sheared_quad.ul = AddV2(sheared_quad.ul, shear_addition);
sheared_quad.ur = AddV2(sheared_quad.ur, shear_addition);
d.quad = sheared_quad;
d.tint = (Color){0,0,0,0.2f};
d.y_coord_sorting -= 0.05f;
d.alpha_clip_threshold = 0.0f;
d.queue_for_translucent = true;
dbgline(sheared_quad.ul, sheared_quad.ur);
dbgline(sheared_quad.ur, sheared_quad.lr);
dbgline(sheared_quad.lr, sheared_quad.ll);
dbgline(sheared_quad.ll, sheared_quad.ul);
draw_quad(d);
}
void draw_animated_sprite(AnimatedSprite *s, double elapsed_time, bool flipped, Vec2 pos, Color tint)
{
float y_sort_pos = y_coord_sorting_at(pos);
@ -1785,7 +1802,9 @@ void draw_animated_sprite(AnimatedSprite *s, double elapsed_time, bool flipped,
}
region.lower_right = AddV2(region.upper_left, s->region_size);
draw_quad((DrawParams){true, q, spritesheet_img, region, tint, .y_coord_sorting = y_sort_pos, .alpha_clip_threshold = 0.2f});
DrawParams d = (DrawParams){true, q, spritesheet_img, region, tint, .y_coord_sorting = y_sort_pos, .alpha_clip_threshold = 0.2f};
draw_shadow_for(d);
draw_quad(d);
}
// gets aabbs overlapping the input aabb, including gs.entities and tiles
@ -2579,7 +2598,8 @@ void frame(void)
{
if(it->held_by_player)
{
it->pos = AddV2(player->pos, V2(5.0f * (player->facing_left ? -1.0f : 1.0f), 0.0f));
Vec2 held_spot = V2(15.0f * (player->facing_left ? -1.0f : 1.0f), 7.0f);
it->pos = AddV2(player->pos, held_spot);
}
else
{
@ -2633,6 +2653,10 @@ void frame(void)
*it = (Entity){0};
it->generation = gen;
}
if(it->perceptions_dirty && !npc_does_dialog(it))
{
it->perceptions_dirty = false;
}
if(it->perceptions_dirty)
{
PromptBuff prompt = {0};
@ -2931,7 +2955,8 @@ void frame(void)
#endif
// draw drop shadow
if(it->is_character || it->is_npc || it->is_prop)
//if(it->is_character || it->is_npc || it->is_prop)
if(false)
{
//if(it->npc_kind != DEATH)
{
@ -3003,7 +3028,9 @@ void frame(void)
else if(it->npc_kind == NPC_GodRock)
{
Vec2 prop_size = V2(46.0f, 40.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(-0.0f, 0.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(15.0f, 219.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f});
DrawParams d = (DrawParams){true, quad_centered(AddV2(it->pos, V2(-0.0f, 0.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(15.0f, 219.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f};
draw_shadow_for(d);
draw_quad(d);
}
else if(npc_is_knight_sprite(it))
{
@ -3066,22 +3093,28 @@ void frame(void)
}
else if(it->is_prop)
{
DrawParams d = {0};
if(it->prop_kind == TREE0)
{
Vec2 prop_size = V2(74.0f, 137.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(-5.0f, 45.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(2.0f, 4.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f});
Vec2 prop_size = V2(74.0f, 122.0f);
d = (DrawParams){true, quad_centered(AddV2(it->pos, V2(-5.0f, 45.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(2.0f, 4.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f};
}
if(it->prop_kind == TREE1)
else if(it->prop_kind == TREE1)
{
Vec2 prop_size = V2(102.0f, 145.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(-4.0f, 55.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(5.0f, 684.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
d = ((DrawParams){true, quad_centered(AddV2(it->pos, V2(-4.0f, 55.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(5.0f, 684.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
}
if(it->prop_kind == TREE2)
else if(it->prop_kind == TREE2)
{
Vec2 prop_size = V2(128.0f, 192.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(-2.5f, 70.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(385.0f, 479.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
d = ((DrawParams){true, quad_centered(AddV2(it->pos, V2(-2.5f, 70.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(385.0f, 479.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
}
else
{
assert(false);
}
draw_shadow_for(d);
draw_quad(d);
}
else
{

@ -255,6 +255,10 @@ int action_to_index(Entity *it, Action a)
return index;
}
bool npc_does_dialog(Entity *it)
{
return it->npc_kind < ARRLEN(prompt_table);
}
void generate_prompt(Entity *it, PromptBuff *into)
{

@ -3,6 +3,7 @@
echo Asset packs which must be bought and unzipped into root directory before running this script:
echo https://rafaelmatos.itch.io/epic-rpg-world-pack-ancient-ruins
echo https://sventhole.itch.io/undead-pixel-art-characters
echo You must also get access to the rpgpt_private_assets megasync folder from creikey, and put it in this repo under that exact filename. Contact him for access
rmdir /S /q assets\copyrighted
@ -17,10 +18,13 @@ copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ru
copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ruins V 1.7\Characters\Moose\moose1-all animations-347x192.png" "assets\copyrighted\moose.png" || goto :error
copy "Undead - Pixel Art Characters\Undead - Pixel Art Characters\Sprites\Wraith_Red.png" "assets\copyrighted\wraith.png" || goto :error
copy "Undead - Pixel Art Characters\Undead - Pixel Art Characters\Sprites\Skeleton_Blue.png" "assets\copyrighted\skeleton.png" || goto :error
copy "ForgottenMemories\Props.png" "assets\copyrighted\Props.png" || goto :error
copy "rpgpt_private_assets\props_modified.png" "assets\copyrighted\Props.png" || goto :error
copy "ForgottenMemories\TileSet.png" "assets\copyrighted\TileSet.png" || goto :error
copy "ForgottenMemories\Trees.png" "assets\copyrighted\Trees.png" || goto :error
copy "ForgottenMemories\WaterTiles-6frames.png" "assets\copyrighted\WaterTiles-6frames.png" || goto :error
copy "rpgpt_private_assets\knight_idle.png" "assets\copyrighted\knight_idle.png" || goto :error
copy "rpgpt_private_assets\knight_attack.png" "assets\copyrighted\knight_attack.png" || goto :error
copy "rpgpt_private_assets\knight_run_start.png" "assets\copyrighted\knight_run_start.png" || goto :error
rmdir /S /q gen
mkdir gen

@ -3,10 +3,10 @@ DONE - Payment working
DONE - Fixed timesep the gameplay (which means separate player rendering)
DONE - Maybe factor actions! into the game to replace ** stuff. In beginning of each line before quotes, have ACT@fights_player, or other actions, and by default ACT@nothing to force AI to say something about what action is performed
DONE - Help you fight and fight you actions
- Handle wanting another request, dirty perception, when already waiting on a request
- Do not use webhooks (shitty, bad idea propagated by bad docs) query stripe for if the payment went through on request if not fulfilled yet
DONE- Handle wanting another request, dirty perception, when already waiting on a request
DONE - Do not use webhooks (shitty, bad idea propagated by bad docs) query stripe for if the payment went through on request if not fulfilled yet
- New characters/items from fate
- New art in
DONE - New art in
- Old man in beginning is invincible
- Make new openai key (it was leaked)
- Add cancel button

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