|
|
|
@ -17,6 +17,14 @@
|
|
|
|
|
#include <math.h>
|
|
|
|
|
|
|
|
|
|
#define ARRLEN(x) ((sizeof(x)/sizeof(0[x])) / ((size_t)(!(sizeof(x) % sizeof(0[x])))))
|
|
|
|
|
#define ENTITIES_ITER(ents) for(Entity *it = ents; it < ents + ARRLEN(ents); it++) if(it->exists)
|
|
|
|
|
Vec2 RotateV2(Vec2 v, float theta)
|
|
|
|
|
{
|
|
|
|
|
return V2(
|
|
|
|
|
v.X * cosf(theta) - v.Y * sinf(theta),
|
|
|
|
|
v.X * sinf(theta) + v.Y * cosf(theta)
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
typedef struct AABB
|
|
|
|
|
{
|
|
|
|
@ -81,6 +89,7 @@ typedef enum EntityKind
|
|
|
|
|
|
|
|
|
|
ENTITY_PLAYER,
|
|
|
|
|
ENTITY_OLD_MAN,
|
|
|
|
|
ENTITY_BULLET,
|
|
|
|
|
} EntityKind;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@ -91,8 +100,13 @@ typedef struct Entity
|
|
|
|
|
|
|
|
|
|
// fields for all entities
|
|
|
|
|
Vec2 pos;
|
|
|
|
|
Vec2 vel; // only used sometimes, like in old man and bullet
|
|
|
|
|
bool facing_left;
|
|
|
|
|
|
|
|
|
|
// old man
|
|
|
|
|
bool aggressive;
|
|
|
|
|
double shotgun_timer;
|
|
|
|
|
|
|
|
|
|
// character
|
|
|
|
|
CharacterState state;
|
|
|
|
|
bool is_rolling; // can only roll in idle or walk states
|
|
|
|
@ -101,6 +115,20 @@ typedef struct Entity
|
|
|
|
|
double swing_progress;
|
|
|
|
|
} Entity;
|
|
|
|
|
|
|
|
|
|
typedef struct Overlap
|
|
|
|
|
{
|
|
|
|
|
bool is_tile; // in which case e will be null, naturally
|
|
|
|
|
TileInstance t;
|
|
|
|
|
Entity *e;
|
|
|
|
|
} Overlap;
|
|
|
|
|
|
|
|
|
|
#define MAX_COLLISIONS_RESULTS 16
|
|
|
|
|
typedef struct Overlapping
|
|
|
|
|
{
|
|
|
|
|
Overlap results[MAX_COLLISIONS_RESULTS];
|
|
|
|
|
int num_results;
|
|
|
|
|
} Overlapping;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#define LEVEL_TILES 60
|
|
|
|
|
#define TILE_SIZE 32 // in pixels
|
|
|
|
@ -180,6 +208,10 @@ Vec2 entity_aabb_size(Entity *e)
|
|
|
|
|
{
|
|
|
|
|
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
|
|
|
|
|
}
|
|
|
|
|
else if(e->kind == ENTITY_BULLET)
|
|
|
|
|
{
|
|
|
|
|
return V2(TILE_SIZE*0.25f, TILE_SIZE*0.25f);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
assert(false);
|
|
|
|
@ -187,6 +219,11 @@ Vec2 entity_aabb_size(Entity *e)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool is_tile_solid(TileInstance t)
|
|
|
|
|
{
|
|
|
|
|
uint16_t tile_id = t.kind;
|
|
|
|
|
return tile_id == 53 || tile_id == 0 || tile_id == 367 || tile_id == 317 || tile_id == 313 || tile_id == 366 || tile_id == 368;
|
|
|
|
|
}
|
|
|
|
|
// tilecoord is integer tile position, not like tile coord
|
|
|
|
|
Vec2 tilecoord_to_world(TileCoord t)
|
|
|
|
|
{
|
|
|
|
@ -238,6 +275,11 @@ AABB centered_aabb(Vec2 at, Vec2 size)
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AABB entity_aabb(Entity *e)
|
|
|
|
|
{
|
|
|
|
|
return centered_aabb(e->pos, entity_aabb_size(e));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TileInstance get_tile(Level *l, TileCoord t)
|
|
|
|
|
{
|
|
|
|
|
bool out_of_bounds = false;
|
|
|
|
@ -348,7 +390,7 @@ static struct
|
|
|
|
|
sg_bindings bind;
|
|
|
|
|
} state;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
AABB level_aabb = { .upper_left = {0.0f, 0.0f}, .lower_right = {2000.0f, -2000.0f} };
|
|
|
|
|
Entity entities[MAX_ENTITIES] = {0};
|
|
|
|
|
Entity *player = NULL;
|
|
|
|
|
|
|
|
|
@ -385,12 +427,12 @@ void init(void)
|
|
|
|
|
memcpy(entities, to_load->initial_entities, sizeof(Entity) * MAX_ENTITIES);
|
|
|
|
|
|
|
|
|
|
player = NULL;
|
|
|
|
|
for(int i = 0; i < MAX_ENTITIES; i++)
|
|
|
|
|
ENTITIES_ITER(entities)
|
|
|
|
|
{
|
|
|
|
|
if(entities[i].exists && entities[i].kind == ENTITY_PLAYER)
|
|
|
|
|
if(it->kind == ENTITY_PLAYER)
|
|
|
|
|
{
|
|
|
|
|
assert(player == NULL);
|
|
|
|
|
player = &entities[i];
|
|
|
|
|
player = it;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
assert(player != NULL); // level initial config must have player entity
|
|
|
|
@ -652,6 +694,13 @@ bool overlapping(AABB a, AABB b)
|
|
|
|
|
return true; // both segments overlapping
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool has_point(AABB aabb, Vec2 point)
|
|
|
|
|
{
|
|
|
|
|
return
|
|
|
|
|
(aabb.upper_left.X < point.X && point.X < aabb.lower_right.X) &&
|
|
|
|
|
(aabb.upper_left.Y > point.Y && point.Y > aabb.lower_right.Y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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)
|
|
|
|
|
{
|
|
|
|
@ -864,10 +913,10 @@ void line(Vec2 from, Vec2 to, float line_width, Color color)
|
|
|
|
|
Vec2 normal = rotate_counter_clockwise(NormV2(SubV2(to, from)));
|
|
|
|
|
Quad line_quad = {
|
|
|
|
|
.points = {
|
|
|
|
|
AddV2(from, MulV2F(normal, line_width)), // upper left
|
|
|
|
|
AddV2(to, MulV2F(normal, line_width)), // upper right
|
|
|
|
|
AddV2(to, MulV2F(normal, -line_width)), // lower right
|
|
|
|
|
AddV2(from, MulV2F(normal, -line_width)), // lower left
|
|
|
|
|
AddV2(from, MulV2F(normal, line_width)), // upper left
|
|
|
|
|
AddV2(to, MulV2F(normal, line_width)), // upper right
|
|
|
|
|
AddV2(to, MulV2F(normal, -line_width)), // lower right
|
|
|
|
|
AddV2(from, MulV2F(normal, -line_width)), // lower left
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
colorquad(true, line_quad, color);
|
|
|
|
@ -899,6 +948,43 @@ void dbgrect(AABB rect)
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// gets aabbs overlapping the input aabb, including entities and tiles
|
|
|
|
|
Overlapping get_overlapping(Level *l, AABB aabb)
|
|
|
|
|
{
|
|
|
|
|
Overlapping to_return = {0};
|
|
|
|
|
|
|
|
|
|
Quad q = quad_aabb(aabb);
|
|
|
|
|
// the corners, jessie
|
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
|
|
|
{
|
|
|
|
|
TileInstance t = get_tile(l, world_to_tilecoord(q.points[i]));
|
|
|
|
|
if(is_tile_solid(t))
|
|
|
|
|
{
|
|
|
|
|
to_return.results[to_return.num_results++] = (Overlap)
|
|
|
|
|
{
|
|
|
|
|
.is_tile = true,
|
|
|
|
|
.t = t
|
|
|
|
|
};
|
|
|
|
|
assert(to_return.num_results < ARRLEN(to_return.results));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// the entities jessie
|
|
|
|
|
ENTITIES_ITER(entities)
|
|
|
|
|
{
|
|
|
|
|
if(overlapping(aabb, entity_aabb(it)))
|
|
|
|
|
{
|
|
|
|
|
to_return.results[to_return.num_results++] = (Overlap)
|
|
|
|
|
{
|
|
|
|
|
.e = it,
|
|
|
|
|
};
|
|
|
|
|
assert(to_return.num_results < ARRLEN(to_return.results));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return to_return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// returns new pos after moving and sliding against collidable things
|
|
|
|
|
Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
|
|
|
|
|
{
|
|
|
|
@ -906,7 +992,7 @@ Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
|
|
|
|
|
Vec2 new_pos = AddV2(position, movement_this_frame);
|
|
|
|
|
AABB at_new = centered_aabb(new_pos, collision_aabb_size);
|
|
|
|
|
dbgrect(at_new);
|
|
|
|
|
AABB to_check[64] = {0};
|
|
|
|
|
AABB to_check[256] = {0};
|
|
|
|
|
int to_check_index = 0;
|
|
|
|
|
|
|
|
|
|
// add tilemap boxes
|
|
|
|
@ -923,8 +1009,7 @@ Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
|
|
|
|
|
Vec2 *it = &points_to_check[i];
|
|
|
|
|
TileCoord tilecoord_to_check = world_to_tilecoord(*it);
|
|
|
|
|
|
|
|
|
|
uint16_t tile_id = get_tile(&level_level0, tilecoord_to_check).kind;
|
|
|
|
|
if(tile_id == 53 || tile_id == 0 || tile_id == 367 || tile_id == 317 || tile_id == 313 || tile_id == 366 || tile_id == 368)
|
|
|
|
|
if(is_tile_solid(get_tile(&level_level0, tilecoord_to_check)))
|
|
|
|
|
{
|
|
|
|
|
to_check[to_check_index++] = tile_aabb(tilecoord_to_check);
|
|
|
|
|
assert(to_check_index < ARRLEN(to_check));
|
|
|
|
@ -935,15 +1020,15 @@ Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
|
|
|
|
|
// add entity boxes
|
|
|
|
|
if(!(from->kind == ENTITY_PLAYER && from->is_rolling))
|
|
|
|
|
{
|
|
|
|
|
for(int i = 0; i < ARRLEN(entities); i++) if(entities[i].exists)
|
|
|
|
|
ENTITIES_ITER(entities)
|
|
|
|
|
{
|
|
|
|
|
if(&entities[i] != from)
|
|
|
|
|
if(it != from)
|
|
|
|
|
{
|
|
|
|
|
to_check[to_check_index++] = centered_aabb(entities[i].pos, entity_aabb_size(&entities[i]));
|
|
|
|
|
to_check[to_check_index++] = centered_aabb(it->pos, entity_aabb_size(it));
|
|
|
|
|
assert(to_check_index < ARRLEN(to_check));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(int i = 0; i < to_check_index; i++)
|
|
|
|
|
{
|
|
|
|
|
AABB to_depenetrate_from = to_check[i];
|
|
|
|
@ -972,6 +1057,7 @@ Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
|
|
|
|
|
closest_dot = dot;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
assert(closest_index != -1);
|
|
|
|
|
Vec2 move_dir = compass_dirs[closest_index];
|
|
|
|
|
Vec2 move = MulV2F(move_dir, move_dist);
|
|
|
|
|
at_new.upper_left = AddV2(at_new.upper_left,move);
|
|
|
|
@ -1021,6 +1107,7 @@ void frame(void)
|
|
|
|
|
// tilemap
|
|
|
|
|
#if 1
|
|
|
|
|
Level * cur_level = &level_level0;
|
|
|
|
|
|
|
|
|
|
for(int row = 0; row < LEVEL_TILES; row++)
|
|
|
|
|
{
|
|
|
|
|
for(int col = 0; col < LEVEL_TILES; col++)
|
|
|
|
@ -1115,11 +1202,65 @@ void frame(void)
|
|
|
|
|
|
|
|
|
|
#endif // devtools
|
|
|
|
|
|
|
|
|
|
for(int i = 0; i < ARRLEN(entities); i++) if(entities[i].exists)
|
|
|
|
|
// entities
|
|
|
|
|
ENTITIES_ITER(entities)
|
|
|
|
|
{
|
|
|
|
|
if(entities[i].kind == ENTITY_OLD_MAN)
|
|
|
|
|
if(it->kind == ENTITY_OLD_MAN)
|
|
|
|
|
{
|
|
|
|
|
if(it->aggressive)
|
|
|
|
|
{
|
|
|
|
|
Entity *targeting = player;
|
|
|
|
|
it->shotgun_timer += dt;
|
|
|
|
|
Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos));
|
|
|
|
|
if(it->shotgun_timer >= 1.0f)
|
|
|
|
|
{
|
|
|
|
|
it->shotgun_timer = 0.0f;
|
|
|
|
|
const float spread = (float)PI/4.0f;
|
|
|
|
|
// shoot shotgun
|
|
|
|
|
for(int i = 0; i < 3; i++)
|
|
|
|
|
{
|
|
|
|
|
Vec2 dir = to_player;
|
|
|
|
|
float theta = Lerp(-spread/2.0f, ((float)i / 2.0f), spread/2.0f);
|
|
|
|
|
dir = RotateV2(dir, theta);
|
|
|
|
|
Entity *new_bullet = new_entity();
|
|
|
|
|
new_bullet->kind = ENTITY_BULLET;
|
|
|
|
|
new_bullet->pos = AddV2(it->pos, MulV2F(dir, 20.0f));
|
|
|
|
|
new_bullet->vel = MulV2F(dir, 10.0f);
|
|
|
|
|
it->vel = AddV2(it->vel, MulV2F(dir, -3.0f));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Vec2 target_vel = NormV2(AddV2(rotate_counter_clockwise(to_player), MulV2F(to_player, 0.5f)));
|
|
|
|
|
target_vel = MulV2F(target_vel, 3.0f);
|
|
|
|
|
it->vel = LerpV2(it->vel, 15.0f * dt, target_vel);
|
|
|
|
|
it->pos = move_and_slide(it, it->pos, MulV2F(it->vel, pixels_per_meter * dt));
|
|
|
|
|
}
|
|
|
|
|
draw_animated_sprite(&old_man_idle, time, false, it->pos, WHITE);
|
|
|
|
|
}
|
|
|
|
|
else if (it->kind == ENTITY_BULLET)
|
|
|
|
|
{
|
|
|
|
|
it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt));
|
|
|
|
|
draw_quad(true, quad_aabb(entity_aabb(it)), image_white_square, full_region(image_white_square), WHITE);
|
|
|
|
|
Overlapping over = get_overlapping(cur_level, entity_aabb(it));
|
|
|
|
|
for(int i = 0; i < over.num_results; i++) if(over.results[i].e != it)
|
|
|
|
|
{
|
|
|
|
|
if(!over.results[i].is_tile)
|
|
|
|
|
{
|
|
|
|
|
// knockback and damage
|
|
|
|
|
Entity *hit = over.results[i].e;
|
|
|
|
|
if(hit->kind == ENTITY_OLD_MAN) hit->aggressive = true;
|
|
|
|
|
hit->vel = MulV2F(NormV2(SubV2(hit->pos, it->pos)), 5.0f);
|
|
|
|
|
*it = (Entity){0};
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(!has_point(level_aabb, it->pos)) *it = (Entity){0};
|
|
|
|
|
}
|
|
|
|
|
else if(it->kind == ENTITY_PLAYER)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
draw_animated_sprite(&old_man_idle, time, false, entities[i].pos, WHITE);
|
|
|
|
|
assert(false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -1169,6 +1310,7 @@ void frame(void)
|
|
|
|
|
{
|
|
|
|
|
draw_animated_sprite(&knight_running, time, player->facing_left, character_sprite_pos, WHITE);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(LenV2(movement) == 0.0)
|
|
|
|
|
{
|
|
|
|
|
player->state = CHARACTER_IDLE;
|
|
|
|
@ -1192,6 +1334,35 @@ void frame(void)
|
|
|
|
|
}
|
|
|
|
|
else if(player->state == CHARACTER_ATTACK)
|
|
|
|
|
{
|
|
|
|
|
AABB weapon_aabb = {0};
|
|
|
|
|
if(player->facing_left)
|
|
|
|
|
{
|
|
|
|
|
weapon_aabb = (AABB){
|
|
|
|
|
.upper_left = AddV2(player->pos, V2(-40.0, 25.0)),
|
|
|
|
|
.lower_right = AddV2(player->pos, V2(0.0, -25.0)),
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
weapon_aabb = (AABB){
|
|
|
|
|
.upper_left = AddV2(player->pos, V2(0.0, 25.0)),
|
|
|
|
|
.lower_right = AddV2(player->pos, V2(40.0, -25.0)),
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
dbgrect(weapon_aabb);
|
|
|
|
|
Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
|
|
|
|
|
for(int i = 0; i < overlapping_weapon.num_results; i++)
|
|
|
|
|
{
|
|
|
|
|
if(!overlapping_weapon.results[i].is_tile)
|
|
|
|
|
{
|
|
|
|
|
Entity *e = overlapping_weapon.results[i].e;
|
|
|
|
|
if(e->kind == ENTITY_OLD_MAN)
|
|
|
|
|
{
|
|
|
|
|
e->aggressive = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
player->swing_progress += dt;
|
|
|
|
|
draw_animated_sprite(&knight_attack, player->swing_progress, player->facing_left, character_sprite_pos, WHITE);
|
|
|
|
|
if(player->swing_progress > anim_sprite_duration(&knight_attack))
|
|
|
|
|