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@ -43,13 +43,13 @@
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double clamp(double d, double min, double max)
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double clamp(double d, double min, double max)
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{
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{
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const double t = d < min ? min : d;
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const double t = d < min ? min : d;
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return t > max ? max : t;
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return t > max ? max : t;
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}
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}
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float clampf(float d, float min, float max)
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float clampf(float d, float min, float max)
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{
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{
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const float t = d < min ? min : d;
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const float t = d < min ? min : d;
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return t > max ? max : t;
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return t > max ? max : t;
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}
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}
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float clamp01(float f)
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float clamp01(float f)
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@ -63,18 +63,18 @@ float clamp01(float f)
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int min(int a, int b)
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int min(int a, int b)
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{
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{
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if(a < b) return a;
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if(a < b) return a;
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else return b;
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else return b;
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}
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}
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// so can be grep'd and removed
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// so can be grep'd and removed
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#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
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#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
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Vec2 RotateV2(Vec2 v, float theta)
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Vec2 RotateV2(Vec2 v, float theta)
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{
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{
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return V2(
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return V2(
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v.X * cosf(theta) - v.Y * sinf(theta),
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v.X * cosf(theta) - v.Y * sinf(theta),
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v.X * sinf(theta) + v.Y * cosf(theta)
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v.X * sinf(theta) + v.Y * cosf(theta)
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);
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);
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}
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}
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Vec2 ReflectV2(Vec2 v, Vec2 normal)
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Vec2 ReflectV2(Vec2 v, Vec2 normal)
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@ -257,13 +257,13 @@ bool receiving_text_input = false;
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Sentence text_input_buffer = {0};
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Sentence text_input_buffer = {0};
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#else
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#else
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#ifdef WEB
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#ifdef WEB
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EMSCRIPTEN_KEEPALIVE
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EMSCRIPTEN_KEEPALIVE
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void stop_controlling_input()
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void stop_controlling_input()
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{
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{
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_sapp_emsc_unregister_eventhandlers(); // stop getting input, hand it off to text input
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_sapp_emsc_unregister_eventhandlers(); // stop getting input, hand it off to text input
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}
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}
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EMSCRIPTEN_KEEPALIVE
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EMSCRIPTEN_KEEPALIVE
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void start_controlling_input()
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void start_controlling_input()
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{
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{
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memset(keydown, 0, ARRLEN(keydown));
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memset(keydown, 0, ARRLEN(keydown));
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@ -287,8 +287,8 @@ Arena make_arena(size_t max_size)
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return (Arena)
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return (Arena)
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{
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{
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.data = calloc(max_size, 1),
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.data = calloc(max_size, 1),
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.data_size = max_size,
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.data_size = max_size,
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.cur = 0,
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.cur = 0,
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};
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};
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}
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}
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void reset(Arena *a)
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void reset(Arena *a)
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@ -318,9 +318,9 @@ char *tprint(const char *format, ...)
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vsnprintf(to_return, size, format, argptr);
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vsnprintf(to_return, size, format, argptr);
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va_end(argptr);
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va_end(argptr);
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return to_return;
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return to_return;
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}
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}
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AABB entity_sword_aabb(Entity *e, float width, float height)
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AABB entity_sword_aabb(Entity *e, float width, float height)
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@ -328,14 +328,14 @@ AABB entity_sword_aabb(Entity *e, float width, float height)
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if(e->facing_left)
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if(e->facing_left)
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{
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{
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return (AABB){
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return (AABB){
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.upper_left = AddV2(e->pos, V2(-width, height)),
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.upper_left = AddV2(e->pos, V2(-width, height)),
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.lower_right = AddV2(e->pos, V2(0.0, -height)),
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.lower_right = AddV2(e->pos, V2(0.0, -height)),
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};
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};
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}
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}
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else
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else
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{
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{
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return (AABB){
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return (AABB){
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.upper_left = AddV2(e->pos, V2(0.0, height)),
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.upper_left = AddV2(e->pos, V2(0.0, height)),
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.lower_right = AddV2(e->pos, V2(width, -height)),
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.lower_right = AddV2(e->pos, V2(width, -height)),
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};
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};
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}
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}
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@ -481,12 +481,12 @@ AABB centered_aabb(Vec2 at, Vec2 size)
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AABB entity_aabb(Entity *e)
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AABB entity_aabb(Entity *e)
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{
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{
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Vec2 at = e->pos;
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Vec2 at = e->pos;
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/* following doesn't work because in move_and_slide I'm not using this function
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/* following doesn't work because in move_and_slide I'm not using this function
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if(e->is_character) // aabb near feet
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if(e->is_character) // aabb near feet
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{
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{
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at = AddV2(at, V2(0.0f, -50.0f));
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at = AddV2(at, V2(0.0f, -50.0f));
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}
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}
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*/
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*/
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return centered_aabb(at, entity_aabb_size(e));
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return centered_aabb(at, entity_aabb_size(e));
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}
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}
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@ -631,14 +631,14 @@ void reset_level()
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#ifdef WEB
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#ifdef WEB
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EMSCRIPTEN_KEEPALIVE
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EMSCRIPTEN_KEEPALIVE
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void dump_save_data()
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void dump_save_data()
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{
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{
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EM_ASM({
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EM_ASM({
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save_game_data = new Int8Array(Module.HEAP8.buffer, $0, $1);
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save_game_data = new Int8Array(Module.HEAP8.buffer, $0, $1);
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}, (char*)(&gs), sizeof(gs));
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}, (char*)(&gs), sizeof(gs));
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}
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}
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EMSCRIPTEN_KEEPALIVE
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EMSCRIPTEN_KEEPALIVE
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void read_from_save_data(char *data, size_t length)
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void read_from_save_data(char *data, size_t length)
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{
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{
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GameState read_data = {0};
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GameState read_data = {0};
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@ -698,17 +698,17 @@ void end_text_input(char *what_player_said)
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}
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}
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}
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}
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/*
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/*
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AnimatedSprite moose_idle =
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AnimatedSprite moose_idle =
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{
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{
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.img = &image_moose,
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.img = &image_moose,
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.time_per_frame = 0.15,
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.time_per_frame = 0.15,
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.num_frames = 8,
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.num_frames = 8,
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.start = {0.0, 0.0},
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.start = {0.0, 0.0},
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.horizontal_diff_btwn_frames = 347.0f,
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.horizontal_diff_btwn_frames = 347.0f,
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.region_size = {347.0f, 160.0f},
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.region_size = {347.0f, 160.0f},
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.offset = {-1.5f, -10.0f},
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.offset = {-1.5f, -10.0f},
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};
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};
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*/
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*/
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sg_image image_font = {0};
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sg_image image_font = {0};
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@ -819,18 +819,18 @@ void init(void)
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#ifdef WEB
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#ifdef WEB
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EM_ASM({
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EM_ASM({
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set_server_url(UTF8ToString($0));
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set_server_url(UTF8ToString($0));
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}, SERVER_URL);
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}, SERVER_URL);
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#endif
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#endif
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Log("Size of entity struct: %zu\n", sizeof(Entity));
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Log("Size of entity struct: %zu\n", sizeof(Entity));
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Log("Size of %d gs.entities: %zu kb\n", (int)ARRLEN(gs.entities), sizeof(gs.entities)/1024);
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Log("Size of %d gs.entities: %zu kb\n", (int)ARRLEN(gs.entities), sizeof(gs.entities)/1024);
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sg_setup(&(sg_desc){
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sg_setup(&(sg_desc){
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.context = sapp_sgcontext(),
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.context = sapp_sgcontext(),
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});
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});
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stm_setup();
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stm_setup();
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saudio_setup(&(saudio_desc){
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saudio_setup(&(saudio_desc){
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.stream_cb = audio_stream_callback,
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.stream_cb = audio_stream_callback,
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.logger.func = slog_func,
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.logger.func = slog_func,
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});
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});
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scratch = make_arena(1024 * 10);
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scratch = make_arena(1024 * 10);
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@ -840,7 +840,7 @@ void init(void)
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#ifdef WEB
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#ifdef WEB
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EM_ASM({
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EM_ASM({
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load_all();
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load_all();
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});
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});
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#endif
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#endif
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// load font
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// load font
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@ -878,7 +878,7 @@ void init(void)
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.ptr = font_bitmap_rgba,
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.ptr = font_bitmap_rgba,
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.size = (size_t)(512 * 512 * 4),
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.size = (size_t)(512 * 512 * 4),
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}
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}
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} );
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} );
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stbtt_fontinfo font;
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stbtt_fontinfo font;
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stbtt_InitFont(&font, fontBuffer, 0);
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stbtt_InitFont(&font, fontBuffer, 0);
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@ -895,10 +895,10 @@ void init(void)
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state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc)
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state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc)
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{
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{
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.usage = SG_USAGE_STREAM,
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.usage = SG_USAGE_STREAM,
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//.data = SG_RANGE(vertices),
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//.data = SG_RANGE(vertices),
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.size = 1024*500,
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.size = 1024*900,
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.label = "quad-vertices"
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.label = "quad-vertices"
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});
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});
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const sg_shader_desc *desc = quad_program_shader_desc(sg_query_backend());
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const sg_shader_desc *desc = quad_program_shader_desc(sg_query_backend());
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|
@ -908,28 +908,28 @@ void init(void)
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Color clearcol = colhex(0x98734c);
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Color clearcol = colhex(0x98734c);
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state.pip = sg_make_pipeline(&(sg_pipeline_desc)
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state.pip = sg_make_pipeline(&(sg_pipeline_desc)
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{
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|
{
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.shader = shd,
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.shader = shd,
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.depth = {
|
|
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.depth = {
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|
|
.compare = SG_COMPAREFUNC_LESS_EQUAL,
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|
|
.compare = SG_COMPAREFUNC_LESS_EQUAL,
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|
|
.write_enabled = true
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|
|
.write_enabled = true
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|
},
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},
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.layout = {
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.layout = {
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.attrs =
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.attrs =
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{
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{
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[ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT3,
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|
[ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT3,
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[ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
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|
[ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
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|
}
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}
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},
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},
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|
|
.colors[0].blend = (sg_blend_state) { // allow transparency
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|
.colors[0].blend = (sg_blend_state) { // allow transparency
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|
.enabled = true,
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|
|
.enabled = true,
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|
.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
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|
|
.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
|
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|
|
.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
|
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|
|
.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
|
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|
|
.op_rgb = SG_BLENDOP_ADD,
|
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|
|
.op_rgb = SG_BLENDOP_ADD,
|
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|
|
.src_factor_alpha = SG_BLENDFACTOR_ONE,
|
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|
|
.src_factor_alpha = SG_BLENDFACTOR_ONE,
|
|
|
|
.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
|
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|
|
.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
|
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|
|
.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
|
|
|
|
|
|
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if(!receiving_text_input)
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|
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#endif
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{
|
|
|
|
{
|
|
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|
mobile_controls = false;
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|
|
|
mobile_controls = false;
|
|
|
|
assert(e->key_code < sizeof(keydown)/sizeof(*keydown));
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|
|
|
assert(e->key_code < sizeof(keydown)/sizeof(*keydown));
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|