Cancel button, follow pattern change

main
Cameron Murphy Reikes 2 years ago
parent 617b4d413d
commit 2ce974b9de

@ -53,15 +53,15 @@
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 252, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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@ -469,8 +469,8 @@
"rotation":0,
"visible":true,
"width":32,
"x":2229.33333333333,
"y":1462.66666666667
"x":2218.66666666666,
"y":1457.33333333334
},
{
"class":"ITEM",
@ -482,6 +482,39 @@
"width":32,
"x":599,
"y":322
},
{
"class":"PROP",
"height":32,
"id":14,
"name":"TREE1",
"rotation":0,
"visible":true,
"width":32,
"x":2142,
"y":1463
},
{
"class":"PROP",
"height":32,
"id":15,
"name":"ROCK0",
"rotation":0,
"visible":true,
"width":32,
"x":544,
"y":338.666666666667
},
{
"class":"",
"height":32,
"id":16,
"name":"Skeleton",
"rotation":0,
"visible":true,
"width":32,
"x":1436,
"y":478
}],
"opacity":1,
"type":"objectgroup",
@ -490,7 +523,7 @@
"y":0
}],
"nextlayerid":5,
"nextobjectid":14,
"nextobjectid":17,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.9.2",

@ -404,7 +404,7 @@ int main(int argc, char **argv) {
}
fprintf(output, "}; // prompt table\n");
fprintf(output, "typedef enum ItemKind {\nITEM_nothing,\n");
fprintf(output, "typedef enum ItemKind {\nITEM_none,\n");
BUFF_ITER(MD_Node*, &items)
{
fprintf(output, "ITEM_%.*s,\n", MD_S8VArg((*it)->string));

@ -21,8 +21,8 @@ actions:
@character OldMan:
{
name: "Fredrick the Wise",
prompt: "Fredrick is the NPC. An old man, he's lived around these parts for decades. He's wise in the art of life, and knows what's going on in the game: general death is in town, in the wrong, and must be stopped."
name: "Fredrick",
prompt: "Fredrick is the NPC. Fredrick, an ancient geezer passed his prime, has lived in the town of Worchen for as long as he can remember. His many adventures brought him great wisdom about the beauties of life. Now his precious town is under threat, General Death is leading the charge and he's out for blood.",
}
@character Blocky:

@ -454,6 +454,12 @@ Vec2 rotate_counter_clockwise(Vec2 v)
return V2(-v.Y, v.X);
}
Vec2 rotate_clockwise(Vec2 v)
{
return V2(v.y, -v.x);
}
Vec2 aabb_center(AABB aabb)
{
return MulV2F(AddV2(aabb.upper_left, aabb.lower_right), 0.5f);
@ -543,7 +549,7 @@ typedef struct GameState {
} GameState;
GameState gs = {0};
double unprocessed_gameplay_time = 0.0;
#define MINIMUM_TIMESTEP (1.0/7.0)
#define MINIMUM_TIMESTEP (1.0/60.0)
EntityRef frome(Entity *e)
{
@ -679,7 +685,7 @@ void end_text_input(char *what_player_said)
Entity *talking = gete(player->talking_to);
assert(talking);
ItemKind player_holding = ITEM_nothing;
ItemKind player_holding = ITEM_none;
if(gete(player->holding_item) != 0)
{
player_holding = gete(player->holding_item)->item_kind;
@ -2169,10 +2175,20 @@ bool mouse_frozen = false;
#endif
void frame(void)
{
PROFILE_SCOPE("frame")
// elapsed_time
double dt_double = 0.0;
{
dt_double = stm_sec(stm_diff(stm_now(), last_frame_time));
dt_double = fmin(dt_double, 5.0 / 60.0); // clamp dt at maximum 5 frames, avoid super huge dt
elapsed_time += dt_double;
last_frame_time = stm_now();
}
float dt = (float)dt_double;
#if 0
{
printf("Frametime: %.1f ms\n", dt*1000.0);
sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.pip);
@ -2191,6 +2207,9 @@ void frame(void)
return;
#endif
PROFILE_SCOPE("frame")
{
#ifdef DESKTOP
if(!receiving_text_input && in_dialog())
{
@ -2211,15 +2230,6 @@ void frame(void)
uint64_t time_start_frame = stm_now();
// elapsed_time
double dt_double = 0.0;
{
dt_double = stm_sec(stm_diff(stm_now(), last_frame_time));
dt_double = fmin(dt_double, 5.0 / 60.0); // clamp dt at maximum 5 frames, avoid super huge dt
elapsed_time += dt_double;
last_frame_time = stm_now();
}
float dt = (float)dt_double;
Vec2 movement = {0};
bool attack = false;
@ -2433,11 +2443,26 @@ void frame(void)
if(it->standing == STANDING_FIGHTING || it->standing == STANDING_JOINED)
{
Entity *targeting = player;
Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos));
Vec2 target_vel = NormV2(AddV2(rotate_counter_clockwise(to_player), MulV2F(to_player, 0.5f)));
Vec2 rotate_direction;
if(it->direction_of_spiral_pattern)
{
rotate_direction = rotate_counter_clockwise(to_player);
}
else
{
rotate_direction = rotate_clockwise(to_player);
}
Vec2 target_vel = NormV2(AddV2(rotate_direction, 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((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt)});
CollisionInfo col = {0};
it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt), .col_info_out = &col});
if(col.happened)
{
it->direction_of_spiral_pattern = !it->direction_of_spiral_pattern;
}
if(it->standing == STANDING_FIGHTING)
{
@ -2707,7 +2732,7 @@ void frame(void)
}
else
{
SAY(ACT_fights_player, "I am an NPC");
SAY(ACT_joins_player, "I am an NPC");
}
Perception p = {0};
assert(parse_ai_response(it, mocked_ai_response.data, &p));
@ -3131,6 +3156,11 @@ void frame(void)
Vec2 prop_size = V2(128.0f, 192.0f);
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 if(it->prop_kind == ROCK0)
{
Vec2 prop_size = V2(30.0f, 22.0f);
d = (DrawParams){true, quad_centered(AddV2(it->pos, V2(0.0f, 25.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(66.0f, 235.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 0.0f))), .alpha_clip_threshold = 0.7f};
}
else
{
assert(false);

@ -26,6 +26,7 @@ typedef enum PerceptionType
PlayerAction,
PlayerDialog,
NPCDialog, // includes an npc action in every npc dialog. So it's often nothing
EnemyAction, // An enemy performed an action against the NPC
PlayerHeldItemChanged,
} PerceptionType;
@ -48,6 +49,9 @@ typedef struct Perception
Sentence npc_dialog;
};
// enemy action
Action enemy_action_type;
// player holding item. MUST precede any perceptions which come after the player is holding the item
ItemKind holding;
};
@ -58,6 +62,7 @@ typedef enum PropKind
TREE0,
TREE1,
TREE2,
ROCK0,
} PropKind;
typedef struct EntityRef
@ -112,6 +117,7 @@ typedef struct Entity
bool is_npc;
bool perceptions_dirty;
BUFF(Perception, REMEMBERED_PERCEPTIONS) remembered_perceptions;
bool direction_of_spiral_pattern;
double character_say_timer;
int characters_said;
NPCPlayerStanding standing;
@ -276,7 +282,7 @@ void generate_prompt(Entity *it, PromptBuff *into)
printf_buff(into, "%s", "\n");
// item prompt
if(it->last_seen_holding_kind != ITEM_nothing)
if(it->last_seen_holding_kind != ITEM_none)
{
assert(it->last_seen_holding_kind < ARRLEN(item_prompt_table));
printf_buff(into, "%s", item_prompt_table[it->last_seen_holding_kind]);
@ -295,7 +301,7 @@ void generate_prompt(Entity *it, PromptBuff *into)
printf_buff(into, "%s", "]\n");
Entity *e = it;
ItemKind last_holding = ITEM_nothing;
ItemKind last_holding = ITEM_none;
BUFF_ITER(Perception, &e->remembered_perceptions)
{
if(it->type == PlayerAction)
@ -303,6 +309,11 @@ void generate_prompt(Entity *it, PromptBuff *into)
assert(it->player_action_type < ARRLEN(action_strings));
printf_buff(into, "Player: ACT %s \n", action_strings[it->player_action_type]);
}
else if(it->type == EnemyAction)
{
assert(it->enemy_action_type < ARRLEN(action_strings));
printf_buff(into, "An Enemy: ACT %s \n", action_strings[it->player_action_type]);
}
else if(it->type == PlayerDialog)
{
printf_buff(into, "%s", "Player: \"");
@ -317,12 +328,12 @@ void generate_prompt(Entity *it, PromptBuff *into)
{
if(last_holding != it->holding)
{
if(last_holding != ITEM_nothing)
if(last_holding != ITEM_none)
{
printf_buff(into, "%s", item_discard_message_table[last_holding]);
printf_buff(into, "%s", "\n");
}
if(it->holding != ITEM_nothing)
if(it->holding != ITEM_none)
{
printf_buff(into, "%s", item_possess_message_table[it->holding]);
printf_buff(into, "%s", "\n");

@ -59,7 +59,7 @@ TrainingSample samples[] = {
.perceptions = {
PlayerSay("hey"),
NPCSay("I'm just standing here, what are you doing?"),
PlayerItemChange(ITEM_nothing),
PlayerItemChange(ITEM_none),
PlayerSay("nothing much"),
NPCSay("You don't have a tripod."),
PlayerSay("True"),
@ -169,6 +169,30 @@ TrainingSample samples[] = {
NPCDoSay(ACT_fights_player, "Although I stood here before, today I move and FIGHT!"),
},
},
{
.npc_kind = NPC_Blocky,
.perceptions = {
PlayerItemChange(ITEM_Tripod),
PlayerSay("Move out of the way"),
NPCDoSay(ACT_none, "The tripod...Of course my liege."),
PlayerSay("Thanks"),
NPCDoSay(ACT_none, "My pleasure"),
PlayerAct(ACT_hits_npc),
NPCSay("How could you do such a thing? After the tripod as well"),
PlayerItemChange(ITEM_none),
PlayerSay("You suck"),
NPCDoSay(ACT_fights_player, "That's it"),
},
},
{
.npc_kind = NPC_OldMan,
.perceptions = {
PlayerSay("joins_player index"),
NPCSay("What does that even mean? Are you crazy?"),
PlayerSay("Please join my party"),
NPCDoSay(ACT_joins_player, "You're a little strange, but anything to help defeat death!"),
},
},
};

@ -13,10 +13,13 @@ DON'T NEED - Old man in beginning is invincible
- Make map better, add new characters/items from fate
- Animate text characters coming in
- Instead of roll animation, 5 sprite long trail of past moves for juice
- Enemy hitting NPC is enemy perception not player peception of player hitting them
- GodRock spawns skeletons like a boss when he fights you
- Sword combat for sword npcs
- Third button for dialog/item stuff, not roll button. E on desktop. Touchscreen button only visible when appropriate to let player know what it's for
DONE - Fade dialog with distance
DONE - Make vignette in front
- Clamp camera to boundaries of level
- Ignore keyrepeat events
- Remove control attack key as devtools
- Particle fx and sound fx for when hit

@ -72,10 +72,13 @@ body {
outline: none;
}
#inputbutton {
#inputbuttondiv {
bottom: 0;
margin-bottom: 10%;
position: absolute;
}
#inputbutton {
font-family: Arial;
font-size: 3em;
}
@ -171,7 +174,10 @@ body {
<div id="inputdiv" class="inputdiv">
<textarea onkeyup='on_textarea_key(event);' id="inputtext">
</textarea>
<div id="inputbuttondiv">
<button id="inputbutton" onclick="end_dialog()"> Submit </button>
<button id="inputbutton" onclick="end_without_saying()"> Cancel </button>
</div>
</div>
<canvas class="game" id="canvas" oncontextmenu="event.preventDefault()" width="1504" height="864"></canvas>
@ -353,6 +359,12 @@ function load_all() {
}
}
function end_without_saying()
{
document.getElementById("inputtext").value = "";
end_dialog();
}
function on_textarea_key(event) {
let final_textarea_string = "";
let cur_textarea_string = document.getElementById("inputtext").value;
@ -374,6 +386,7 @@ function on_textarea_key(event) {
document.getElementById("inputtext").value = "";
should_end = true;
}
// have a boolean flag here and call it once so the game's end dialog function isn't called twice
if(should_end) end_dialog();
}

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