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@ -63,6 +63,7 @@ typedef struct AnimatedSprite
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Vec2 start;
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float horizontal_diff_btwn_frames;
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Vec2 region_size;
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bool no_wrap; // does not wrap when playing
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} AnimatedSprite;
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@ -234,15 +235,23 @@ AnimatedSprite knight_running =
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.img = &image_knight_run,
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.time_per_frame = 0.06,
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.num_frames = 10,
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.start =
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{19.0f, 0.0f},
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.start = {19.0f, 0.0f},
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.horizontal_diff_btwn_frames = 120.0,
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.region_size =
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{80.0f, 80.0f},
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.region_size = {80.0f, 80.0f},
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};
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AnimatedSprite knight_attack =
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{
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.img = &image_knight_attack,
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.time_per_frame = 0.06,
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.num_frames = 4,
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.start = {37.0f, 0.0f},
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.horizontal_diff_btwn_frames = 120.0,
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.region_size = {80.0f, 80.0f},
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.no_wrap = true,
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};
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sg_image image_font =
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{0};
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sg_image image_font = {0};
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const float font_size = 32.0;
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stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
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@ -256,8 +265,24 @@ static struct
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sg_bindings bind;
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} state;
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Vec2 character_pos =
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{0}; // world space point
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typedef enum CharacterState
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{
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CHARACTER_WALKING,
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CHARACTER_IDLE,
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CHARACTER_ATTACK,
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} CharacterState;
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typedef struct Character
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{
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CharacterState state;
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Vec2 pos;
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bool facing_left;
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// swinging
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double swing_progress;
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} Character;
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Character player = {0};
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void init(void)
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{
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@ -271,7 +296,7 @@ void init(void)
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// player spawnpoint
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Vec2 spawnpoint_tilecoord = MulV2F(level_level0.spawnpoint, 1.0/TILE_SIZE);
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character_pos = tilecoord_to_world((TileCoord){(int)spawnpoint_tilecoord.X, (int)spawnpoint_tilecoord.Y});
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player.pos = tilecoord_to_world((TileCoord){(int)spawnpoint_tilecoord.X, (int)spawnpoint_tilecoord.Y});
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// load font
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{
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@ -612,10 +637,20 @@ void swap(Vec2 *p1, Vec2 *p2)
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*p2 = tmp;
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}
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double anim_sprite_duration(AnimatedSprite *s)
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{
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return s->num_frames * s->time_per_frame;
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}
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void draw_animated_sprite(AnimatedSprite *s, double time, bool flipped, Vec2 pos, Color tint)
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{
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sg_image spritesheet_img = *s->img;
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int index = (int)floor(time/s->time_per_frame) % s->num_frames;
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if(s->no_wrap)
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{
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index = (int)floor(time/s->time_per_frame);
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if(index >= s->num_frames) index = s->num_frames - 1;
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}
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Quad q = quad_centered(pos, s->region_size);
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@ -758,15 +793,75 @@ void dbgrect(AABB rect)
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line(q.ll, q.ul, line_width, col);
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}
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// returns new pos after moving and sliding against collidable things
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Vec2 move_and_slide(Vec2 position, Vec2 movement_this_frame, Vec2 collision_aabb_size)
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{
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Vec2 new_pos = AddV2(position, movement_this_frame);
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AABB at_new = centered_aabb(new_pos, collision_aabb_size);
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Vec2 at_new_size_vector = SubV2(at_new.lower_right, at_new.upper_left);
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Vec2 points_to_check[] = {
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AddV2(at_new.upper_left, V2(0.0, 0.0)),
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AddV2(at_new.upper_left, V2(at_new_size_vector.X, 0.0)),
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AddV2(at_new.upper_left, V2(at_new_size_vector.X, at_new_size_vector.Y)),
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AddV2(at_new.upper_left, V2(0.0, at_new_size_vector.Y)),
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};
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//dbgsquare(position);
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//dbgsquare(at_new.upper_left);
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//dbgsquare(at_new.lower_right);
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for(int i = 0; i < sizeof(points_to_check)/sizeof(*points_to_check); i++)
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{
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Vec2 *it = &points_to_check[i];
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TileCoord to_check = world_to_tilecoord(*it);
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uint16_t tile_id = get_tile(&level_level0, to_check).kind;
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if(tile_id == 53 || tile_id == 0 || tile_id == 367 || tile_id == 317 || tile_id == 313 || tile_id == 366 )
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{
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dbgsquare(tilecoord_to_world(to_check));
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AABB to_depenetrate_from = tile_aabb(to_check);
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while(overlapping(to_depenetrate_from, at_new))
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{
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//while(false)
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{
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//dbgsquare(to_depenetrate_from.upper_left);
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//dbgsquare(to_depenetrate_from.lower_right);
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const float move_dist = 0.05f;
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Vec2 to_player = NormV2(SubV2(aabb_center(at_new), aabb_center(to_depenetrate_from)));
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Vec2 compass_dirs[4] = {
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V2( 1.0, 0.0),
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V2(-1.0, 0.0),
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V2(0.0, 1.0),
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V2(0.0, -1.0),
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};
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int closest_index = -1;
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float closest_dot = -99999999.0f;
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for(int i = 0; i < 4; i++)
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{
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float dot = DotV2(compass_dirs[i], to_player);
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if(dot > closest_dot)
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{
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closest_index = i;
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closest_dot = dot;
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}
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}
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Vec2 move_dir = compass_dirs[closest_index];
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Vec2 move = MulV2F(move_dir, move_dist);
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at_new.upper_left = AddV2(at_new.upper_left,move);
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at_new.lower_right = AddV2(at_new.lower_right,move);
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}
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}
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}
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}
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return aabb_center(at_new);
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}
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double time = 0.0;
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double last_frame_processing_time = 0.0;
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uint64_t last_frame_time;
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Vec2 mouse_pos =
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{0}; // in screen space
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bool character_facing_left = false;
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bool keydown[SAPP_KEYCODE_MENU] =
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{0};
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Vec2 mouse_pos = {0}; // in screen space
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bool keydown[SAPP_KEYCODE_MENU] = {0};
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#ifdef DEVTOOLS
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bool mouse_frozen = false;
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#endif
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@ -788,6 +883,7 @@ void frame(void)
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(float)keydown[SAPP_KEYCODE_D] - (float)keydown[SAPP_KEYCODE_A],
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(float)keydown[SAPP_KEYCODE_W] - (float)keydown[SAPP_KEYCODE_S]
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);
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bool attack = keydown[SAPP_KEYCODE_J];
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if(LenV2(movement) > 1.0)
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{
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movement = NormV2(movement);
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@ -839,69 +935,7 @@ void frame(void)
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}
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#endif
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Vec2 new_pos = AddV2(character_pos, MulV2F(movement, dt * pixels_per_meter * 4.0f));
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Vec2 character_aabb_size = { TILE_SIZE, TILE_SIZE };
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AABB at_new = centered_aabb(new_pos, character_aabb_size);
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Vec2 at_new_size_vector = SubV2(at_new.lower_right, at_new.upper_left);
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Vec2 points_to_check[] =
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{
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AddV2(at_new.upper_left, V2(0.0, 0.0)),
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AddV2(at_new.upper_left, V2(at_new_size_vector.X, 0.0)),
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AddV2(at_new.upper_left, V2(at_new_size_vector.X, at_new_size_vector.Y)),
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AddV2(at_new.upper_left, V2(0.0, at_new_size_vector.Y)),
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};
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//dbgsquare(character_pos);
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//dbgsquare(at_new.upper_left);
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//dbgsquare(at_new.lower_right);
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for(int i = 0; i < sizeof(points_to_check)/sizeof(*points_to_check); i++)
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{
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Vec2 *it = &points_to_check[i];
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TileCoord to_check = world_to_tilecoord(*it);
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uint16_t tile_id = get_tile(&level_level0, to_check).kind;
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if(tile_id == 53 || tile_id == 0 || tile_id == 367 || tile_id == 317 || tile_id == 313 || tile_id == 366)
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{
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dbgsquare(tilecoord_to_world(to_check));
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AABB to_depenetrate_from = tile_aabb(to_check);
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while(overlapping(to_depenetrate_from, at_new))
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{
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//while(false)
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{
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//dbgsquare(to_depenetrate_from.upper_left);
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//dbgsquare(to_depenetrate_from.lower_right);
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const float move_dist = 0.05f;
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Vec2 to_player = NormV2(SubV2(aabb_center(at_new), aabb_center(to_depenetrate_from)));
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Vec2 compass_dirs[4] = {
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V2( 1.0, 0.0),
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V2(-1.0, 0.0),
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V2(0.0, 1.0),
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V2(0.0, -1.0),
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};
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int closest_index = -1;
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float closest_dot = -99999999.0f;
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for(int i = 0; i < 4; i++)
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{
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float dot = DotV2(compass_dirs[i], to_player);
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if(dot > closest_dot)
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{
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closest_index = i;
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closest_dot = dot;
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}
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}
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Vec2 move_dir = compass_dirs[closest_index];
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Vec2 move = MulV2F(move_dir, move_dist);
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at_new.upper_left = AddV2(at_new.upper_left,move);
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at_new.lower_right = AddV2(at_new.lower_right,move);
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}
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}
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}
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}
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character_pos = aabb_center(at_new);
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cam.pos = LerpV2(cam.pos, dt*8.0f, MulV2F(character_pos, -1.0f * cam.scale));
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//if(LengthV2(movement) > 0.01 && player.state == CHARACTER_)
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#ifdef DEVTOOLS
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dbgsquare(screen_to_world(mouse_pos));
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@ -916,7 +950,7 @@ void frame(void)
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// line test
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{
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dbgline(character_pos, screen_to_world(mouse_pos));
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dbgline(player.pos, screen_to_world(mouse_pos));
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}
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// debug draw font image
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@ -939,7 +973,7 @@ void frame(void)
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#if 0
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const char *text = "great idea\nother idea";
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// measure text
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Vec2 pos = character_pos;
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Vec2 pos = player.pos;
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{
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AABB bounds = draw_text(true, true, text, strlen(text), pos, WHITE);
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@ -954,16 +988,46 @@ void frame(void)
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#endif // devtools
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if(fabsf(movement.X) > 0.01f) character_facing_left = movement.X < 0.0f;
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Vec2 character_sprite_pos = AddV2(character_pos, V2(0.0, 20.0f));
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if(LenV2(movement) > 0.01)
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// player character
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{
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draw_animated_sprite(&knight_running, time, character_facing_left, character_sprite_pos, WHITE);
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} else
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Vec2 character_sprite_pos = AddV2(player.pos, V2(0.0, 20.0f));
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if(attack && (player.state == CHARACTER_IDLE || player.state == CHARACTER_WALKING))
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{
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draw_animated_sprite(&knight_idle, time, character_facing_left, character_sprite_pos, WHITE);
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player.state = CHARACTER_ATTACK;
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player.swing_progress = 0.0;
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}
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cam.pos = LerpV2(cam.pos, dt*8.0f, MulV2F(player.pos, -1.0f * cam.scale));
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if(player.state == CHARACTER_WALKING)
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{
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player.pos = move_and_slide(player.pos, MulV2F(movement, dt * pixels_per_meter * 4.0f), V2(TILE_SIZE, TILE_SIZE));
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draw_animated_sprite(&knight_running, time, player.facing_left, character_sprite_pos, WHITE);
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if(LenV2(movement) == 0.0)
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{
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player.state = CHARACTER_IDLE;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
player.facing_left = movement.X < 0.0f;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(player.state == CHARACTER_IDLE)
|
|
|
|
|
{
|
|
|
|
|
draw_animated_sprite(&knight_idle, time, player.facing_left, character_sprite_pos, WHITE);
|
|
|
|
|
if(LenV2(movement) > 0.01) player.state = CHARACTER_WALKING;
|
|
|
|
|
}
|
|
|
|
|
else if(player.state == CHARACTER_ATTACK)
|
|
|
|
|
{
|
|
|
|
|
player.swing_progress += dt;
|
|
|
|
|
draw_animated_sprite(&knight_attack, player.swing_progress, player.facing_left, character_sprite_pos, WHITE);
|
|
|
|
|
if(player.swing_progress > anim_sprite_duration(&knight_attack))
|
|
|
|
|
{
|
|
|
|
|
player.state = CHARACTER_IDLE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sg_end_pass();
|
|
|
|
|
sg_commit();
|
|
|
|
|