Talk while time is stopped, fix anim change when time stopped

main
Cameron Murphy Reikes 2 years ago
parent 74247b2f30
commit 622380f077

417
main.c

@ -43,13 +43,13 @@
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) float clamp01(float f)
@ -63,18 +63,18 @@ float clamp01(float f)
int min(int a, int b) int min(int a, int b)
{ {
if(a < b) return a; if(a < b) return a;
else return b; else return b;
} }
// 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)
{ {
return V2( return V2(
v.X * cosf(theta) - v.Y * sinf(theta), v.X * cosf(theta) - v.Y * sinf(theta),
v.X * sinf(theta) + v.Y * cosf(theta) v.X * sinf(theta) + v.Y * cosf(theta)
); );
} }
Vec2 ReflectV2(Vec2 v, Vec2 normal) Vec2 ReflectV2(Vec2 v, Vec2 normal)
@ -257,13 +257,13 @@ bool receiving_text_input = false;
Sentence text_input_buffer = {0}; Sentence text_input_buffer = {0};
#else #else
#ifdef WEB #ifdef WEB
EMSCRIPTEN_KEEPALIVE EMSCRIPTEN_KEEPALIVE
void stop_controlling_input() void stop_controlling_input()
{ {
_sapp_emsc_unregister_eventhandlers(); // stop getting input, hand it off to text input _sapp_emsc_unregister_eventhandlers(); // stop getting input, hand it off to text input
} }
EMSCRIPTEN_KEEPALIVE EMSCRIPTEN_KEEPALIVE
void start_controlling_input() void start_controlling_input()
{ {
memset(keydown, 0, ARRLEN(keydown)); memset(keydown, 0, ARRLEN(keydown));
@ -287,8 +287,8 @@ Arena make_arena(size_t max_size)
return (Arena) return (Arena)
{ {
.data = calloc(max_size, 1), .data = calloc(max_size, 1),
.data_size = max_size, .data_size = max_size,
.cur = 0, .cur = 0,
}; };
} }
void reset(Arena *a) void reset(Arena *a)
@ -318,9 +318,9 @@ char *tprint(const char *format, ...)
vsnprintf(to_return, size, format, argptr); vsnprintf(to_return, size, format, argptr);
va_end(argptr); va_end(argptr);
return to_return; return to_return;
} }
AABB entity_sword_aabb(Entity *e, float width, float height) AABB entity_sword_aabb(Entity *e, float width, float height)
@ -328,14 +328,14 @@ AABB entity_sword_aabb(Entity *e, float width, float height)
if(e->facing_left) if(e->facing_left)
{ {
return (AABB){ return (AABB){
.upper_left = AddV2(e->pos, V2(-width, height)), .upper_left = AddV2(e->pos, V2(-width, height)),
.lower_right = AddV2(e->pos, V2(0.0, -height)), .lower_right = AddV2(e->pos, V2(0.0, -height)),
}; };
} }
else else
{ {
return (AABB){ return (AABB){
.upper_left = AddV2(e->pos, V2(0.0, height)), .upper_left = AddV2(e->pos, V2(0.0, height)),
.lower_right = AddV2(e->pos, V2(width, -height)), .lower_right = AddV2(e->pos, V2(width, -height)),
}; };
} }
@ -481,12 +481,12 @@ AABB centered_aabb(Vec2 at, Vec2 size)
AABB entity_aabb(Entity *e) AABB entity_aabb(Entity *e)
{ {
Vec2 at = e->pos; Vec2 at = e->pos;
/* following doesn't work because in move_and_slide I'm not using this function /* following doesn't work because in move_and_slide I'm not using this function
if(e->is_character) // aabb near feet if(e->is_character) // aabb near feet
{ {
at = AddV2(at, V2(0.0f, -50.0f)); at = AddV2(at, V2(0.0f, -50.0f));
} }
*/ */
return centered_aabb(at, entity_aabb_size(e)); return centered_aabb(at, entity_aabb_size(e));
} }
@ -631,14 +631,14 @@ void reset_level()
#ifdef WEB #ifdef WEB
EMSCRIPTEN_KEEPALIVE EMSCRIPTEN_KEEPALIVE
void dump_save_data() void dump_save_data()
{ {
EM_ASM({ EM_ASM({
save_game_data = new Int8Array(Module.HEAP8.buffer, $0, $1); save_game_data = new Int8Array(Module.HEAP8.buffer, $0, $1);
}, (char*)(&gs), sizeof(gs)); }, (char*)(&gs), sizeof(gs));
} }
EMSCRIPTEN_KEEPALIVE EMSCRIPTEN_KEEPALIVE
void read_from_save_data(char *data, size_t length) void read_from_save_data(char *data, size_t length)
{ {
GameState read_data = {0}; GameState read_data = {0};
@ -698,17 +698,17 @@ void end_text_input(char *what_player_said)
} }
} }
/* /*
AnimatedSprite moose_idle = AnimatedSprite moose_idle =
{ {
.img = &image_moose, .img = &image_moose,
.time_per_frame = 0.15, .time_per_frame = 0.15,
.num_frames = 8, .num_frames = 8,
.start = {0.0, 0.0}, .start = {0.0, 0.0},
.horizontal_diff_btwn_frames = 347.0f, .horizontal_diff_btwn_frames = 347.0f,
.region_size = {347.0f, 160.0f}, .region_size = {347.0f, 160.0f},
.offset = {-1.5f, -10.0f}, .offset = {-1.5f, -10.0f},
}; };
*/ */
sg_image image_font = {0}; sg_image image_font = {0};
@ -819,18 +819,18 @@ void init(void)
#ifdef WEB #ifdef WEB
EM_ASM({ EM_ASM({
set_server_url(UTF8ToString($0)); set_server_url(UTF8ToString($0));
}, SERVER_URL); }, SERVER_URL);
#endif #endif
Log("Size of entity struct: %zu\n", sizeof(Entity)); Log("Size of entity struct: %zu\n", sizeof(Entity));
Log("Size of %d gs.entities: %zu kb\n", (int)ARRLEN(gs.entities), sizeof(gs.entities)/1024); Log("Size of %d gs.entities: %zu kb\n", (int)ARRLEN(gs.entities), sizeof(gs.entities)/1024);
sg_setup(&(sg_desc){ sg_setup(&(sg_desc){
.context = sapp_sgcontext(), .context = sapp_sgcontext(),
}); });
stm_setup(); stm_setup();
saudio_setup(&(saudio_desc){ saudio_setup(&(saudio_desc){
.stream_cb = audio_stream_callback, .stream_cb = audio_stream_callback,
.logger.func = slog_func, .logger.func = slog_func,
}); });
scratch = make_arena(1024 * 10); scratch = make_arena(1024 * 10);
@ -840,7 +840,7 @@ void init(void)
#ifdef WEB #ifdef WEB
EM_ASM({ EM_ASM({
load_all(); load_all();
}); });
#endif #endif
// load font // load font
@ -878,7 +878,7 @@ void init(void)
.ptr = font_bitmap_rgba, .ptr = font_bitmap_rgba,
.size = (size_t)(512 * 512 * 4), .size = (size_t)(512 * 512 * 4),
} }
} ); } );
stbtt_fontinfo font; stbtt_fontinfo font;
stbtt_InitFont(&font, fontBuffer, 0); stbtt_InitFont(&font, fontBuffer, 0);
@ -895,10 +895,10 @@ void init(void)
state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc) state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc)
{ {
.usage = SG_USAGE_STREAM, .usage = SG_USAGE_STREAM,
//.data = SG_RANGE(vertices), //.data = SG_RANGE(vertices),
.size = 1024*500, .size = 1024*900,
.label = "quad-vertices" .label = "quad-vertices"
}); });
const sg_shader_desc *desc = quad_program_shader_desc(sg_query_backend()); const sg_shader_desc *desc = quad_program_shader_desc(sg_query_backend());
@ -908,28 +908,28 @@ void init(void)
Color clearcol = colhex(0x98734c); Color clearcol = colhex(0x98734c);
state.pip = sg_make_pipeline(&(sg_pipeline_desc) state.pip = sg_make_pipeline(&(sg_pipeline_desc)
{ {
.shader = shd, .shader = shd,
.depth = { .depth = {
.compare = SG_COMPAREFUNC_LESS_EQUAL, .compare = SG_COMPAREFUNC_LESS_EQUAL,
.write_enabled = true .write_enabled = true
}, },
.layout = { .layout = {
.attrs = .attrs =
{ {
[ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT3, [ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT3,
[ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2, [ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
} }
}, },
.colors[0].blend = (sg_blend_state) { // allow transparency .colors[0].blend = (sg_blend_state) { // allow transparency
.enabled = true, .enabled = true,
.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA, .src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, .dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.op_rgb = SG_BLENDOP_ADD, .op_rgb = SG_BLENDOP_ADD,
.src_factor_alpha = SG_BLENDFACTOR_ONE, .src_factor_alpha = SG_BLENDFACTOR_ONE,
.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, .dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.op_alpha = SG_BLENDOP_ADD, .op_alpha = SG_BLENDOP_ADD,
}, },
.label = "quad-pipeline", .label = "quad-pipeline",
}); });
state.pass_action = (sg_pass_action) state.pass_action = (sg_pass_action)
@ -1083,7 +1083,7 @@ AABB aabb_at(Vec2 at, Vec2 size)
{ {
return (AABB){ return (AABB){
.upper_left = at, .upper_left = at,
.lower_right = AddV2(at, V2(size.x, -size.y)), .lower_right = AddV2(at, V2(size.x, -size.y)),
}; };
} }
@ -1091,7 +1091,7 @@ AABB aabb_at_yplusdown(Vec2 at, Vec2 size)
{ {
return (AABB){ return (AABB){
.upper_left = at, .upper_left = at,
.lower_right = AddV2(at, V2(size.x, size.y)), .lower_right = AddV2(at, V2(size.x, size.y)),
}; };
} }
@ -1151,9 +1151,9 @@ Quad quad_aabb(AABB aabb)
assert(aabb_is_valid(aabb)); assert(aabb_is_valid(aabb));
return (Quad) { return (Quad) {
.ul = aabb.upper_left, .ul = aabb.upper_left,
.ur = AddV2(aabb.upper_left, V2(size_vec.X, 0.0f)), .ur = AddV2(aabb.upper_left, V2(size_vec.X, 0.0f)),
.lr = AddV2(aabb.upper_left, size_vec), .lr = AddV2(aabb.upper_left, size_vec),
.ll = AddV2(aabb.upper_left, V2(0.0f, size_vec.Y)), .ll = AddV2(aabb.upper_left, V2(0.0f, size_vec.Y)),
}; };
} }
@ -2136,7 +2136,6 @@ void draw_dialog_panel(Entity *talking_to, float alpha)
dbgrect(dialog_panel); dbgrect(dialog_panel);
} }
} }
} }
#define ROLL_KEY SAPP_KEYCODE_LEFT_SHIFT #define ROLL_KEY SAPP_KEYCODE_LEFT_SHIFT
@ -2145,6 +2144,7 @@ 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 interact_just_pressed = false; bool interact_just_pressed = false;
bool mouse_just_clicked = 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; float learned_e = 0.0;
@ -2155,16 +2155,17 @@ void frame(void)
{ {
static float speed_factor = 1.0f; static float speed_factor = 1.0f;
// elapsed_time // elapsed_time
double dt_double = 0.0; double unwarped_dt_double = 0.0;
{ {
dt_double = stm_sec(stm_diff(stm_now(), last_frame_time)); unwarped_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 unwarped_dt_double = fmin(unwarped_dt_double, MINIMUM_TIMESTEP * 5.0); // clamp dt at maximum 5 frames, avoid super huge dt
elapsed_time += dt_double*speed_factor; elapsed_time += unwarped_dt_double*speed_factor;
last_frame_time = stm_now(); last_frame_time = stm_now();
} }
double dt_double = unwarped_dt_double*speed_factor;
float unwarped_dt = (float)unwarped_dt_double;
float dt = (float)dt_double; float dt = (float)dt_double;
#if 0 #if 0
{ {
printf("Frametime: %.1f ms\n", dt*1000.0); printf("Frametime: %.1f ms\n", dt*1000.0);
@ -2330,23 +2331,31 @@ void frame(void)
static Entity *interacting_with = 0; // used by rendering to figure out who to draw dialog box on static Entity *interacting_with = 0; // used by rendering to figure out who to draw dialog box on
static bool player_in_combat = false; static bool player_in_combat = false;
const float dialog_interact_size = 2.5f * TILE_SIZE; const float dialog_interact_size = 2.5f * TILE_SIZE;
if(player->has_paused_time)
float speed_target;
if(player->in_conversation_mode)
{ {
speed_factor = Lerp(speed_factor, dt*10.0f, 0.0f); speed_target = 0.0f;
} }
else else
{ {
speed_factor = Lerp(speed_factor, dt*10.0f, 1.0f); speed_target = 1.0f;
}
speed_factor = Lerp(speed_factor, unwarped_dt*15.0f, speed_target);
if(fabsf(speed_factor - speed_target) <= 0.05f)
{
speed_factor = speed_target;
} }
int num_timestep_loops = 0; int num_timestep_loops = 0;
{ {
unprocessed_gameplay_time += dt; unprocessed_gameplay_time += unwarped_dt;
float timestep = fminf(dt, (float)MINIMUM_TIMESTEP); float timestep = fminf(unwarped_dt, (float)MINIMUM_TIMESTEP);
while(unprocessed_gameplay_time >= timestep) while(unprocessed_gameplay_time >= timestep)
{ {
num_timestep_loops++; num_timestep_loops++;
unprocessed_gameplay_time -= timestep; unprocessed_gameplay_time -= timestep;
float dt = timestep*speed_factor; float unwarped_dt = timestep;
float dt = unwarped_dt*speed_factor;
// process gs.entities // process gs.entities
player_in_combat = false; // in combat set by various enemies when they fight the player player_in_combat = false; // in combat set by various enemies when they fight the player
@ -2420,6 +2429,8 @@ void frame(void)
} }
} }
#endif #endif
if(fabsf(it->vel.x) > 0.01f) if(fabsf(it->vel.x) > 0.01f)
it->facing_left = it->vel.x < 0.0f; it->facing_left = it->vel.x < 0.0f;
@ -2428,6 +2439,21 @@ void frame(void)
it->dead_time += dt; it->dead_time += dt;
} }
it->being_hovered = false;
if(player->in_conversation_mode)
{
if(has_point(entity_aabb(it), screen_to_world(mouse_pos)))
{
it->being_hovered = true;
if(mouse_just_clicked)
{
player->talking_to = frome(it);
player->state = CHARACTER_TALKING;
}
}
}
if(it->is_npc) if(it->is_npc)
{ {
// character speech animation text input // character speech animation text input
@ -2440,7 +2466,7 @@ void frame(void)
if(last_said_sentence(it)) length = last_said_sentence(it)->cur_index; if(last_said_sentence(it)) length = last_said_sentence(it)->cur_index;
if((int)before < length) if((int)before < length)
{ {
it->characters_said += characters_per_sec*dt; it->characters_said += characters_per_sec*unwarped_dt;
} }
else else
{ {
@ -2763,6 +2789,7 @@ void frame(void)
PROFILE_SCOPE("process player") PROFILE_SCOPE("process player")
{ {
// do dialog // do dialog
Entity *closest_interact_with = 0; Entity *closest_interact_with = 0;
{ {
@ -2817,7 +2844,11 @@ void frame(void)
if(interact) if(interact)
{ {
if(closest_interact_with) if(player->in_conversation_mode)
{
player->in_conversation_mode = false;
}
else if(closest_interact_with)
{ {
if(closest_interact_with->is_npc) if(closest_interact_with->is_npc)
{ {
@ -2835,7 +2866,6 @@ void frame(void)
{ {
assert(false); assert(false);
} }
} }
else else
{ {
@ -2850,100 +2880,102 @@ void frame(void)
} }
else else
{ {
player->has_paused_time = !player->has_paused_time; player->in_conversation_mode = true;
} }
} }
} }
if(roll && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
{
player->is_rolling = true;
player->roll_progress = 0.0;
}
if(attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
{
player->state = CHARACTER_ATTACK;
BUFF_CLEAR(&player->done_damage_to_this_swing);
player->swing_progress = 0.0;
}
// after images
BUFF_ITER(PlayerAfterImage, &player->after_images)
{
it->alive_for += dt;
}
if(player->after_images.data[0].alive_for >= AFTERIMAGE_LIFETIME)
{
BUFF_REMOVE_FRONT(&player->after_images);
}
// roll processing float speed = 0.0f;
{ {
if(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->roll_progress = 0.0; player->roll_progress = 0.0;
player->is_rolling = false;
} }
if(player->is_rolling) if(attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
{
player->state = CHARACTER_ATTACK;
BUFF_CLEAR(&player->done_damage_to_this_swing);
player->swing_progress = 0.0;
}
// after images
BUFF_ITER(PlayerAfterImage, &player->after_images)
{
it->alive_for += dt;
}
if(player->after_images.data[0].alive_for >= AFTERIMAGE_LIFETIME)
{ {
player->after_image_timer += dt; BUFF_REMOVE_FRONT(&player->after_images);
player->time_not_rolling = 0.0f; }
player->roll_progress += dt;
if(player->roll_progress > anim_sprite_duration(ANIM_knight_rolling)) // roll processing
{
if(player->state != CHARACTER_IDLE && player->state != CHARACTER_WALKING)
{ {
player->roll_progress = 0.0;
player->is_rolling = false; player->is_rolling = false;
} }
if(player->is_rolling)
{
player->after_image_timer += dt;
player->time_not_rolling = 0.0f;
player->roll_progress += dt;
if(player->roll_progress > anim_sprite_duration(ANIM_knight_rolling))
{
player->is_rolling = false;
}
}
if(!player->is_rolling) player->time_not_rolling += dt;
} }
if(!player->is_rolling) player->time_not_rolling += dt;
}
Vec2 target_vel = {0}; Vec2 target_vel = {0};
float speed = 0.0f;
if(LenV2(movement) > 0.01f) player->to_throw_direction = NormV2(movement);
if(player->state == CHARACTER_WALKING)
{
speed = PLAYER_SPEED;
if(player->is_rolling) speed = PLAYER_ROLL_SPEED;
if(gete(player->holding_item) && gete(player->holding_item)->item_kind == ITEM_Boots) if(LenV2(movement) > 0.01f) player->to_throw_direction = NormV2(movement);
if(player->state == CHARACTER_WALKING)
{ {
speed *= 2.0f; speed = PLAYER_SPEED;
} if(player->is_rolling) speed = PLAYER_ROLL_SPEED;
if(LenV2(movement) == 0.0) if(gete(player->holding_item) && gete(player->holding_item)->item_kind == ITEM_Boots)
{
speed *= 2.0f;
}
if(LenV2(movement) == 0.0)
{
player->state = CHARACTER_IDLE;
}
else
{
}
}
else if(player->state == CHARACTER_IDLE)
{ {
player->state = CHARACTER_IDLE; if(LenV2(movement) > 0.01) player->state = CHARACTER_WALKING;
} }
else else if(player->state == CHARACTER_ATTACK)
{ {
AABB weapon_aabb = entity_sword_aabb(player, 40.0f, 25.0f);
dbgrect(weapon_aabb);
SwordToDamage to_damage = entity_sword_to_do_damage(player, get_overlapping(cur_level, weapon_aabb));
BUFF_ITER(Entity*, &to_damage)
{
request_do_damage(*it, player, DAMAGE_SWORD);
}
player->swing_progress += dt;
if(player->swing_progress > anim_sprite_duration(ANIM_knight_attack))
{
player->state = CHARACTER_IDLE;
}
} }
} else if(player->state == CHARACTER_TALKING)
else if(player->state == CHARACTER_IDLE)
{
if(LenV2(movement) > 0.01) player->state = CHARACTER_WALKING;
}
else if(player->state == CHARACTER_ATTACK)
{
AABB weapon_aabb = entity_sword_aabb(player, 40.0f, 25.0f);
dbgrect(weapon_aabb);
SwordToDamage to_damage = entity_sword_to_do_damage(player, get_overlapping(cur_level, weapon_aabb));
BUFF_ITER(Entity*, &to_damage)
{ {
request_do_damage(*it, player, DAMAGE_SWORD);
} }
player->swing_progress += dt; else
if(player->swing_progress > anim_sprite_duration(ANIM_knight_attack))
{ {
player->state = CHARACTER_IDLE; assert(false); // unknown character state? not defined how to process
} }
} } // not time stopped
else if(player->state == CHARACTER_TALKING)
{
}
else
{
assert(false); // unknown character state? not defined how to process
}
// velocity processing // velocity processing
{ {
@ -2958,13 +2990,14 @@ void frame(void)
} }
} }
interact_just_pressed = false; interact_just_pressed = false;
mouse_just_clicked = false;
interact = false; interact = false;
} // while loop } // while loop
} }
PROFILE_SCOPE("render player") PROFILE_SCOPE("render player")
{ {
DrawnAnimatedSprite to_draw = {0}; DrawnAnimatedSprite to_draw = {0};
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 somebody, show their dialog panel // if somebody, show their dialog panel
@ -3023,6 +3056,14 @@ void frame(void)
draw_quad((DrawParams){false, (Quad){.ul=V2(0.0f, screen_size().Y), .ur = screen_size(), .lr = V2(screen_size().X, 0.0f)}, image_hurt_vignette, full_region(image_hurt_vignette), (Color){1.0f, 1.0f, 1.0f, player->damage}, .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true}); draw_quad((DrawParams){false, (Quad){.ul=V2(0.0f, screen_size().Y), .ur = screen_size(), .lr = V2(screen_size().X, 0.0f)}, image_hurt_vignette, full_region(image_hurt_vignette), (Color){1.0f, 1.0f, 1.0f, player->damage}, .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true});
} }
player->anim_change_timer += dt;
if(player->anim_change_timer >= 0.05f)
{
player->anim_change_timer = 0.0f;
player->cur_animation = to_draw.anim;
}
to_draw.anim = player->cur_animation;
Vec2 target_sprite_pos = to_draw.pos; Vec2 target_sprite_pos = to_draw.pos;
BUFF_ITER(PlayerAfterImage, &player->after_images) BUFF_ITER(PlayerAfterImage, &player->after_images)
{ {
@ -3069,38 +3110,6 @@ void frame(void)
} }
#endif #endif
// draw drop shadow
//if(it->is_character || it->is_npc || it->is_prop)
if(false)
{
//if(it->npc_kind != DEATH)
{
float shadow_size = GET_TABLE(sprites, ANIM_knight_rolling).region_size.x * 0.5f;
Vec2 shadow_offset = V2(0.0f, -20.0f);
if(npc_is_knight_sprite(it))
{
shadow_offset = V2(0.5f, -10.0f);
}
#if 0
if(it->npc_kind == MERCHANT)
{
shadow_offset = V2(-4.5f, -15.0f);
}
else if(it->npc_kind == OLD_MAN)
{
shadow_offset = V2(-1.5f, -8.0f);
shadow_size *= 0.5f;
}
#endif
if(it->is_prop)
{
shadow_size *= 2.5f;
shadow_offset = V2(-5.0f, -8.0f);
}
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, shadow_offset), V2(shadow_size, shadow_size)),IMG(image_drop_shadow), (Color){1.0f,1.0f,1.0f,0.5f}});
}
}
Color col = LerpV4(WHITE, it->damage, RED); Color col = LerpV4(WHITE, it->damage, RED);
if(it->is_npc) if(it->is_npc)
{ {
@ -3111,7 +3120,14 @@ void frame(void)
float max_dist = dialog_interact_size/2.0f; float max_dist = dialog_interact_size/2.0f;
float alpha = 1.0f - (float)clamp(dist/max_dist, 0.0, 1.0); float alpha = 1.0f - (float)clamp(dist/max_dist, 0.0, 1.0);
if(gete(player->talking_to) == it && player->state == CHARACTER_TALKING) alpha = 1.0f; if(gete(player->talking_to) == it && player->state == CHARACTER_TALKING) alpha = 1.0f;
draw_dialog_panel(it, alpha); if(it->being_hovered)
{
draw_quad((DrawParams){true, quad_centered(it->pos, V2(TILE_SIZE, TILE_SIZE)), IMG(image_hovering_circle), WHITE});
alpha = 1.0f;
}
it->dialog_panel_opacity = Lerp(it->dialog_panel_opacity, unwarped_dt*10.0f, alpha);
draw_dialog_panel(it, it->dialog_panel_opacity);
} }
if(it->npc_kind == NPC_OldMan) if(it->npc_kind == NPC_OldMan)
@ -3326,7 +3342,7 @@ void frame(void)
} }
else else
{ {
cam.pos = LerpV2(cam.pos, dt*8.0f, target); cam.pos = LerpV2(cam.pos, unwarped_dt*8.0f, target);
} }
} }
@ -3466,7 +3482,18 @@ void event(const sapp_event *e)
} }
} }
if(e->type == SAPP_EVENTTYPE_MOUSE_DOWN)
{
if(e->mouse_button == SAPP_MOUSEBUTTON_LEFT)
{
mouse_just_clicked = true;
}
}
if(e->type == SAPP_EVENTTYPE_KEY_DOWN) if(e->type == SAPP_EVENTTYPE_KEY_DOWN)
#ifdef DESKTOP
if(!receiving_text_input)
#endif
{ {
mobile_controls = false; mobile_controls = false;
assert(e->key_code < sizeof(keydown)/sizeof(*keydown)); assert(e->key_code < sizeof(keydown)/sizeof(*keydown));

@ -179,9 +179,11 @@ typedef struct Entity
// npcs // npcs
bool is_npc; bool is_npc;
bool being_hovered;
bool perceptions_dirty; bool perceptions_dirty;
BUFF(Perception, REMEMBERED_PERCEPTIONS) remembered_perceptions; BUFF(Perception, REMEMBERED_PERCEPTIONS) remembered_perceptions;
bool direction_of_spiral_pattern; bool direction_of_spiral_pattern;
float dialog_panel_opacity;
double characters_said; double characters_said;
NPCPlayerStanding standing; NPCPlayerStanding standing;
NpcKind npc_kind; NpcKind npc_kind;
@ -199,12 +201,18 @@ typedef struct Entity
// character // character
bool is_character; bool is_character;
EntityRef holding_item; EntityRef holding_item;
bool has_paused_time; bool in_conversation_mode;
Vec2 to_throw_direction; Vec2 to_throw_direction;
CharacterState state; CharacterState state;
EntityRef talking_to; // Maybe should be generational index, but I dunno. No death yet EntityRef talking_to; // Maybe should be generational index, but I dunno. No death yet
bool is_rolling; // can only roll in idle or walk states bool is_rolling; // can only roll in idle or walk states
double time_not_rolling; // for cooldown for roll, so you can't just hold it and be invincible double time_not_rolling; // for cooldown for roll, so you can't just hold it and be invincible
// so doesn't change animations while time is stopped
AnimKind cur_animation;
float anim_change_timer;
BUFF(PlayerAfterImage, MAX_AFTERIMAGES) after_images; BUFF(PlayerAfterImage, MAX_AFTERIMAGES) after_images;
double after_image_timer; double after_image_timer;
double roll_progress; double roll_progress;

Loading…
Cancel
Save