|
|
@ -41,15 +41,22 @@
|
|
|
|
|
|
|
|
|
|
|
|
#define ENTITIES_ITER(ents) for(Entity *it = ents; it < ents + ARRLEN(ents); it++) if(it->exists)
|
|
|
|
#define ENTITIES_ITER(ents) for(Entity *it = ents; it < ents + ARRLEN(ents); it++) if(it->exists)
|
|
|
|
|
|
|
|
|
|
|
|
double clamp(double d, double min, double max) {
|
|
|
|
double clamp(double d, double min, double max)
|
|
|
|
|
|
|
|
{
|
|
|
|
const double t = d < min ? min : d;
|
|
|
|
const double t = d < min ? min : d;
|
|
|
|
return t > max ? max : t;
|
|
|
|
return t > max ? max : t;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
float clampf(float d, float min, float max) {
|
|
|
|
float clampf(float d, float min, float max)
|
|
|
|
|
|
|
|
{
|
|
|
|
const float t = d < min ? min : d;
|
|
|
|
const float t = d < min ? min : d;
|
|
|
|
return t > max ? max : t;
|
|
|
|
return t > max ? max : t;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float clamp01(float f)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
return clampf(f, 0.0f, 1.0f);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// so can be grep'd and removed
|
|
|
|
// so can be grep'd and removed
|
|
|
|
#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
|
|
|
|
#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
|
|
|
|
Vec2 RotateV2(Vec2 v, float theta)
|
|
|
|
Vec2 RotateV2(Vec2 v, float theta)
|
|
|
@ -1101,8 +1108,10 @@ bool maybe_deactivate(TouchMemory *memory, uintptr_t ended_identifier)
|
|
|
|
TouchMemory movement_touch = {0};
|
|
|
|
TouchMemory movement_touch = {0};
|
|
|
|
TouchMemory roll_pressed_by = {0};
|
|
|
|
TouchMemory roll_pressed_by = {0};
|
|
|
|
TouchMemory attack_pressed_by = {0};
|
|
|
|
TouchMemory attack_pressed_by = {0};
|
|
|
|
|
|
|
|
TouchMemory interact_pressed_by = {0};
|
|
|
|
bool mobile_roll_pressed = false;
|
|
|
|
bool mobile_roll_pressed = false;
|
|
|
|
bool mobile_attack_pressed = false;
|
|
|
|
bool mobile_attack_pressed = false;
|
|
|
|
|
|
|
|
bool mobile_interact_pressed = false;
|
|
|
|
|
|
|
|
|
|
|
|
float thumbstick_base_size()
|
|
|
|
float thumbstick_base_size()
|
|
|
|
{
|
|
|
|
{
|
|
|
@ -1133,6 +1142,10 @@ Vec2 roll_button_pos()
|
|
|
|
return V2(screen_size().x - mobile_button_size(), screen_size().y * 0.4f);
|
|
|
|
return V2(screen_size().x - mobile_button_size(), screen_size().y * 0.4f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Vec2 interact_button_pos()
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
return V2(screen_size().x - mobile_button_size()*2.0f, screen_size().y * (0.4f + (0.4f - 0.25f)));
|
|
|
|
|
|
|
|
}
|
|
|
|
Vec2 attack_button_pos()
|
|
|
|
Vec2 attack_button_pos()
|
|
|
|
{
|
|
|
|
{
|
|
|
|
return V2(screen_size().x - mobile_button_size()*2.0f, screen_size().y * 0.25f);
|
|
|
|
return V2(screen_size().x - mobile_button_size()*2.0f, screen_size().y * 0.25f);
|
|
|
@ -1777,7 +1790,7 @@ float y_coord_sorting_at(Vec2 pos)
|
|
|
|
y_coord_sorting = 1.0f - y_coord_sorting;
|
|
|
|
y_coord_sorting = 1.0f - y_coord_sorting;
|
|
|
|
|
|
|
|
|
|
|
|
// debug draw the y cord sorting value
|
|
|
|
// debug draw the y cord sorting value
|
|
|
|
#if 1
|
|
|
|
#if 0
|
|
|
|
char *to_draw = tprint("%f", y_coord_sorting);
|
|
|
|
char *to_draw = tprint("%f", y_coord_sorting);
|
|
|
|
draw_text((TextParams){true, false, to_draw, pos, BLACK, 1.0f});
|
|
|
|
draw_text((TextParams){true, false, to_draw, pos, BLACK, 1.0f});
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
@ -2176,9 +2189,10 @@ double elapsed_time = 0.0;
|
|
|
|
double last_frame_processing_time = 0.0;
|
|
|
|
double last_frame_processing_time = 0.0;
|
|
|
|
uint64_t last_frame_time;
|
|
|
|
uint64_t last_frame_time;
|
|
|
|
Vec2 mouse_pos = {0}; // in screen space
|
|
|
|
Vec2 mouse_pos = {0}; // in screen space
|
|
|
|
bool roll_just_pressed = false; // to use to initiate dialog, shouldn't initiate dialog if the button is simply held down
|
|
|
|
bool interact_just_pressed = false;
|
|
|
|
float learned_shift = 0.0;
|
|
|
|
float learned_shift = 0.0;
|
|
|
|
float learned_space = 0.0;
|
|
|
|
float learned_space = 0.0;
|
|
|
|
|
|
|
|
float learned_e = 0.0;
|
|
|
|
#ifdef DEVTOOLS
|
|
|
|
#ifdef DEVTOOLS
|
|
|
|
bool mouse_frozen = false;
|
|
|
|
bool mouse_frozen = false;
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
@ -2230,7 +2244,7 @@ void frame(void)
|
|
|
|
// better for vertical aspect ratios
|
|
|
|
// better for vertical aspect ratios
|
|
|
|
if(screen_size().x < 0.7f*screen_size().y)
|
|
|
|
if(screen_size().x < 0.7f*screen_size().y)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
cam.scale = 2.5f;
|
|
|
|
cam.scale = 2.2f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
else
|
|
|
|
{
|
|
|
|
{
|
|
|
@ -2243,6 +2257,7 @@ void frame(void)
|
|
|
|
Vec2 movement = {0};
|
|
|
|
Vec2 movement = {0};
|
|
|
|
bool attack = false;
|
|
|
|
bool attack = false;
|
|
|
|
bool roll = false;
|
|
|
|
bool roll = false;
|
|
|
|
|
|
|
|
bool interact = false;
|
|
|
|
if(mobile_controls)
|
|
|
|
if(mobile_controls)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
movement = SubV2(thumbstick_nub_pos, thumbstick_base_pos);
|
|
|
|
movement = SubV2(thumbstick_nub_pos, thumbstick_base_pos);
|
|
|
@ -2252,6 +2267,7 @@ void frame(void)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
attack = mobile_attack_pressed;
|
|
|
|
attack = mobile_attack_pressed;
|
|
|
|
roll = mobile_roll_pressed;
|
|
|
|
roll = mobile_roll_pressed;
|
|
|
|
|
|
|
|
interact = interact_just_pressed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
else
|
|
|
|
{
|
|
|
|
{
|
|
|
@ -2264,6 +2280,7 @@ void frame(void)
|
|
|
|
attack = attack || keydown[SAPP_KEYCODE_LEFT_CONTROL];
|
|
|
|
attack = attack || keydown[SAPP_KEYCODE_LEFT_CONTROL];
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
roll = keydown[ROLL_KEY];
|
|
|
|
roll = keydown[ROLL_KEY];
|
|
|
|
|
|
|
|
interact = interact_just_pressed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(LenV2(movement) > 1.0)
|
|
|
|
if(LenV2(movement) > 1.0)
|
|
|
|
{
|
|
|
|
{
|
|
|
@ -2814,8 +2831,9 @@ void frame(void)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// roll input management, sometimes means talk to the npc
|
|
|
|
if(interact)
|
|
|
|
if(player->state != CHARACTER_TALKING && roll_just_pressed && closest_interact_with)
|
|
|
|
{
|
|
|
|
|
|
|
|
if(closest_interact_with)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
if(closest_interact_with->is_npc)
|
|
|
|
if(closest_interact_with->is_npc)
|
|
|
|
{
|
|
|
|
{
|
|
|
@ -2833,26 +2851,26 @@ void frame(void)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
assert(false);
|
|
|
|
assert(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
else
|
|
|
|
{
|
|
|
|
{
|
|
|
|
// in this branch, we know that no interacting with npcs or items is going to happen.
|
|
|
|
if(gete(player->holding_item))
|
|
|
|
// but we still have to process roll input
|
|
|
|
|
|
|
|
if(roll_just_pressed && gete(player->holding_item))
|
|
|
|
|
|
|
|
{
|
|
|
|
{
|
|
|
|
// throw item
|
|
|
|
// throw item if not talking to somebody with item
|
|
|
|
Entity *thrown = gete(player->holding_item);
|
|
|
|
Entity *thrown = gete(player->holding_item);
|
|
|
|
assert(thrown);
|
|
|
|
assert(thrown);
|
|
|
|
thrown->vel = MulV2F(player->to_throw_direction, 20.0f);
|
|
|
|
thrown->vel = MulV2F(player->to_throw_direction, 20.0f);
|
|
|
|
thrown->held_by_player = false;
|
|
|
|
thrown->held_by_player = false;
|
|
|
|
player->holding_item = (EntityRef){0};
|
|
|
|
player->holding_item = (EntityRef){0};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(roll_just_pressed && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
if(roll && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
|
|
|
|
{
|
|
|
|
{
|
|
|
|
player->is_rolling = true;
|
|
|
|
player->is_rolling = true;
|
|
|
|
player->roll_progress = 0.0;
|
|
|
|
player->roll_progress = 0.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if(attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
|
|
|
|
if(attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
|
|
|
|
{
|
|
|
|
{
|
|
|
@ -2940,8 +2958,7 @@ void frame(void)
|
|
|
|
reset_level();
|
|
|
|
reset_level();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
interact_just_pressed = false;
|
|
|
|
roll_just_pressed = false;
|
|
|
|
|
|
|
|
} // while loop
|
|
|
|
} // while loop
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
@ -2951,6 +2968,14 @@ void frame(void)
|
|
|
|
// if somebody, show their dialog panel
|
|
|
|
// if somebody, show their dialog panel
|
|
|
|
if(interacting_with)
|
|
|
|
if(interacting_with)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
|
|
|
|
// interaction keyboard hint
|
|
|
|
|
|
|
|
if(!mobile_controls)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
float size = 100.0f;
|
|
|
|
|
|
|
|
Vec2 midpoint = MulV2F(AddV2(interacting_with->pos, player->pos), 0.5f);
|
|
|
|
|
|
|
|
draw_quad((DrawParams){true, quad_centered(AddV2(midpoint, V2(0.0, 5.0f + sinf((float)elapsed_time*3.0f)*5.0f)), V2(size, size)), IMG(image_e_icon), blendalpha(WHITE, clamp01(1.0f - learned_e)), .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true});
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// interaction circle
|
|
|
|
// interaction circle
|
|
|
|
draw_quad((DrawParams){true, quad_centered(interacting_with->pos, V2(TILE_SIZE, TILE_SIZE)), image_dialog_circle, full_region(image_dialog_circle), WHITE});
|
|
|
|
draw_quad((DrawParams){true, quad_centered(interacting_with->pos, V2(TILE_SIZE, TILE_SIZE)), image_dialog_circle, full_region(image_dialog_circle), WHITE});
|
|
|
|
if(interacting_with->is_npc)
|
|
|
|
if(interacting_with->is_npc)
|
|
|
@ -3221,6 +3246,10 @@ void frame(void)
|
|
|
|
draw_quad((DrawParams){false, quad_centered(thumbstick_base_pos, V2(thumbstick_base_size(), thumbstick_base_size())), IMG(image_mobile_thumbstick_base), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
draw_quad((DrawParams){false, quad_centered(thumbstick_base_pos, V2(thumbstick_base_size(), thumbstick_base_size())), IMG(image_mobile_thumbstick_base), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
draw_quad((DrawParams){false, quad_centered(thumbstick_nub_pos, V2(thumbstick_nub_size, thumbstick_nub_size)), IMG(image_mobile_thumbstick_nub), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
draw_quad((DrawParams){false, quad_centered(thumbstick_nub_pos, V2(thumbstick_nub_size, thumbstick_nub_size)), IMG(image_mobile_thumbstick_nub), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if(interacting_with)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
draw_quad((DrawParams){false, quad_centered(interact_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
|
|
|
|
}
|
|
|
|
draw_quad((DrawParams){false, quad_centered(roll_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
draw_quad((DrawParams){false, quad_centered(roll_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
draw_quad((DrawParams){false, quad_centered(attack_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
draw_quad((DrawParams){false, quad_centered(attack_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
}
|
|
|
|
}
|
|
|
@ -3353,12 +3382,17 @@ void event(const sapp_event *e)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
roll_pressed_by = activate(point.identifier);
|
|
|
|
roll_pressed_by = activate(point.identifier);
|
|
|
|
mobile_roll_pressed = true;
|
|
|
|
mobile_roll_pressed = true;
|
|
|
|
roll_just_pressed = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(LenV2(SubV2(touchpoint_screen_pos, interact_button_pos())) < mobile_button_size()*0.5f)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
interact_pressed_by = activate(point.identifier);
|
|
|
|
|
|
|
|
mobile_interact_pressed = true;
|
|
|
|
|
|
|
|
interact_just_pressed = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(LenV2(SubV2(touchpoint_screen_pos, attack_button_pos())) < mobile_button_size()*0.5f)
|
|
|
|
if(LenV2(SubV2(touchpoint_screen_pos, attack_button_pos())) < mobile_button_size()*0.5f)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
mobile_attack_pressed = true;
|
|
|
|
|
|
|
|
attack_pressed_by = activate(point.identifier);
|
|
|
|
attack_pressed_by = activate(point.identifier);
|
|
|
|
|
|
|
|
mobile_attack_pressed = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
@ -3386,6 +3420,10 @@ void event(const sapp_event *e)
|
|
|
|
for(int i = 0; i < e->num_touches; i++)
|
|
|
|
for(int i = 0; i < e->num_touches; i++)
|
|
|
|
if(e->touches[i].changed) // only some of the touch events are released
|
|
|
|
if(e->touches[i].changed) // only some of the touch events are released
|
|
|
|
{
|
|
|
|
{
|
|
|
|
|
|
|
|
if(maybe_deactivate(&interact_pressed_by, e->touches[i].identifier))
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
mobile_interact_pressed = false;
|
|
|
|
|
|
|
|
}
|
|
|
|
if(maybe_deactivate(&roll_pressed_by, e->touches[i].identifier))
|
|
|
|
if(maybe_deactivate(&roll_pressed_by, e->touches[i].identifier))
|
|
|
|
{
|
|
|
|
{
|
|
|
|
mobile_roll_pressed = false;
|
|
|
|
mobile_roll_pressed = false;
|
|
|
@ -3408,9 +3446,9 @@ void event(const sapp_event *e)
|
|
|
|
assert(e->key_code < sizeof(keydown)/sizeof(*keydown));
|
|
|
|
assert(e->key_code < sizeof(keydown)/sizeof(*keydown));
|
|
|
|
keydown[e->key_code] = true;
|
|
|
|
keydown[e->key_code] = true;
|
|
|
|
|
|
|
|
|
|
|
|
if(e->key_code == ROLL_KEY)
|
|
|
|
if(e->key_code == SAPP_KEYCODE_E)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
roll_just_pressed = true;
|
|
|
|
interact_just_pressed = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if(e->key_code == SAPP_KEYCODE_LEFT_SHIFT)
|
|
|
|
if(e->key_code == SAPP_KEYCODE_LEFT_SHIFT)
|
|
|
@ -3421,6 +3459,10 @@ void event(const sapp_event *e)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
learned_space += 0.15f;
|
|
|
|
learned_space += 0.15f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(e->key_code == SAPP_KEYCODE_E)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
learned_e += 0.15f;
|
|
|
|
|
|
|
|
}
|
|
|
|
#ifdef DESKTOP // very nice for my run from cmdline workflow, escape to quit
|
|
|
|
#ifdef DESKTOP // very nice for my run from cmdline workflow, escape to quit
|
|
|
|
if(e->key_code == SAPP_KEYCODE_ESCAPE)
|
|
|
|
if(e->key_code == SAPP_KEYCODE_ESCAPE)
|
|
|
|
{
|
|
|
|
{
|
|
|
|