@ -366,7 +366,7 @@ Vec2 entity_aabb_size(Entity *e)
{
{
return V2 ( TILE_SIZE * 1.10f , TILE_SIZE * 1.10f ) ;
return V2 ( TILE_SIZE * 1.10f , TILE_SIZE * 1.10f ) ;
}
}
else if ( e - > npc_kind = = NPC_Skeleton )
else if ( npc_is_skeleton ( e ) )
{
{
return V2 ( TILE_SIZE * 1.0f , TILE_SIZE * 1.0f ) ;
return V2 ( TILE_SIZE * 1.0f , TILE_SIZE * 1.0f ) ;
}
}
@ -2341,7 +2341,7 @@ void frame(void)
{
{
speed_target = 1.0f ;
speed_target = 1.0f ;
}
}
speed_factor = Lerp ( speed_factor , unwarped_dt * 1 5 .0f, speed_target ) ;
speed_factor = Lerp ( speed_factor , unwarped_dt * 1 0 .0f, speed_target ) ;
if ( fabsf ( speed_factor - speed_target ) < = 0.05f )
if ( fabsf ( speed_factor - speed_target ) < = 0.05f )
{
{
speed_factor = speed_target ;
speed_factor = speed_target ;
@ -2480,53 +2480,113 @@ void frame(void)
play_audio ( & sound_simple_talk , volume ) ;
play_audio ( & sound_simple_talk , volume ) ;
}
}
}
}
if ( it - > standing = = STANDING_FIGHTING | | it - > standing = = STANDING_JOINED )
if ( it - > standing = = STANDING_FIGHTING | | it - > standing = = STANDING_JOINED )
{
{
Entity * targeting = player ;
Entity * targeting = player ;
Vec2 to_player = NormV2 ( SubV2 ( targeting - > pos , it - > pos ) ) ;
Vec2 rotate_direction ;
if ( it - > direction_of_spiral_pattern )
{
rotate_direction = rotate_counter_clockwise ( to_player ) ;
}
else
{
{
rotate_direction = rotate_clockwise ( to_player ) ;
if ( npc_attacks_with_sword ( it ) )
}
Vec2 target_vel = NormV2 ( AddV2 ( rotate_direction , MulV2F ( to_player , 0.5f ) ) ) ;
target_vel = MulV2F ( target_vel , 3.0f ) ;
it - > vel = LerpV2 ( it - > vel , 15.0f * dt , target_vel ) ;
CollisionInfo col = { 0 } ;
it - > pos = move_and_slide ( ( MoveSlideParams ) { it , it - > pos , MulV2F ( it - > vel , pixels_per_meter * dt ) , . col_info_out = & col } ) ;
if ( col . happened )
{
it - > direction_of_spiral_pattern = ! it - > direction_of_spiral_pattern ;
}
if ( it - > standing = = STANDING_FIGHTING )
{
it - > shotgun_timer + = dt ;
Vec2 to_player = NormV2 ( SubV2 ( targeting - > pos , it - > pos ) ) ;
if ( it - > shotgun_timer > = 1.0f )
{
{
it - > shotgun_timer = 0.0f ;
if ( fabsf ( it - > vel . x ) > 0.01f )
const float spread = ( float ) PI / 4.0f ;
it - > facing_left = it - > vel . x < 0.0f ;
// shoot shotgun
int num_bullets = 5 ;
it - > pos = move_and_slide ( ( MoveSlideParams ) { it , it - > pos , MulV2F ( it - > vel , pixels_per_meter * dt ) } ) ;
for ( int i = 0 ; i < num_bullets ; i + + )
AABB weapon_aabb = entity_sword_aabb ( it , 30.0f , 18.0f ) ;
dbgrect ( weapon_aabb ) ;
Vec2 target_vel = { 0 } ;
it - > pos = AddV2 ( it - > pos , MulV2F ( it - > vel , dt ) ) ;
Overlapping overlapping_weapon = get_overlapping ( cur_level , weapon_aabb ) ;
if ( it - > swing_timer > 0.0 )
{
{
Vec2 dir = to_player ;
player_in_combat = true ;
float theta = Lerp ( - spread / 2.0f , ( ( float ) i / ( float ) ( num_bullets - 1 ) ) , spread / 2.0f ) ;
it - > swing_timer + = dt ;
dir = RotateV2 ( dir , theta ) ;
if ( it - > swing_timer > = anim_sprite_duration ( ANIM_skeleton_swing_sword ) )
Entity * new_bullet = new_entity ( ) ;
{
new_bullet - > is_bullet = true ;
it - > swing_timer = 0.0 ;
new_bullet - > pos = AddV2 ( it - > pos , MulV2F ( dir , 20.0f ) ) ;
}
new_bullet - > vel = MulV2F ( dir , 15.0f ) ;
if ( it - > swing_timer > = 0.4f )
it - > vel = AddV2 ( it - > vel , MulV2F ( dir , - 3.0f ) ) ;
{
SwordToDamage to_damage = entity_sword_to_do_damage ( it , overlapping_weapon ) ;
Entity * from = it ;
BUFF_ITER ( Entity * , & to_damage )
{
request_do_damage ( * it , from , DAMAGE_SWORD ) ;
}
}
}
}
else
{
// in huntin' range
it - > walking = LenV2 ( SubV2 ( player - > pos , it - > pos ) ) < 250.0f ;
if ( it - > walking )
{
player_in_combat = true ;
Entity * skele = it ;
BUFF_ITER ( Overlap , & overlapping_weapon )
{
if ( it - > e & & it - > e - > is_character )
{
skele - > swing_timer + = dt ;
BUFF_CLEAR ( & skele - > done_damage_to_this_swing ) ;
}
}
target_vel = MulV2F ( NormV2 ( SubV2 ( player - > pos , it - > pos ) ) , 4.0f ) ;
}
else
{
}
}
it - > vel = LerpV2 ( it - > vel , dt * 8.0f , target_vel ) ;
}
}
if ( npc_attacks_with_shotgun ( it ) )
{
Vec2 to_player = NormV2 ( SubV2 ( targeting - > pos , it - > pos ) ) ;
Vec2 rotate_direction ;
if ( it - > direction_of_spiral_pattern )
{
rotate_direction = rotate_counter_clockwise ( to_player ) ;
}
else
{
rotate_direction = rotate_clockwise ( to_player ) ;
}
Vec2 target_vel = NormV2 ( AddV2 ( rotate_direction , MulV2F ( to_player , 0.5f ) ) ) ;
target_vel = MulV2F ( target_vel , 3.0f ) ;
it - > vel = LerpV2 ( it - > vel , 15.0f * dt , target_vel ) ;
CollisionInfo col = { 0 } ;
it - > pos = move_and_slide ( ( MoveSlideParams ) { it , it - > pos , MulV2F ( it - > vel , pixels_per_meter * dt ) , . col_info_out = & col } ) ;
if ( col . happened )
{
it - > direction_of_spiral_pattern = ! it - > direction_of_spiral_pattern ;
}
if ( it - > standing = = STANDING_FIGHTING )
{
it - > shotgun_timer + = dt ;
Vec2 to_player = NormV2 ( SubV2 ( targeting - > pos , it - > pos ) ) ;
if ( it - > shotgun_timer > = 1.0f )
{
it - > shotgun_timer = 0.0f ;
const float spread = ( float ) PI / 4.0f ;
// shoot shotgun
int num_bullets = 5 ;
for ( int i = 0 ; i < num_bullets ; i + + )
{
Vec2 dir = to_player ;
float theta = Lerp ( - spread / 2.0f , ( ( float ) i / ( float ) ( num_bullets - 1 ) ) , spread / 2.0f ) ;
dir = RotateV2 ( dir , theta ) ;
Entity * new_bullet = new_entity ( ) ;
new_bullet - > is_bullet = true ;
new_bullet - > pos = AddV2 ( it - > pos , MulV2F ( dir , 20.0f ) ) ;
new_bullet - > vel = MulV2F ( dir , 15.0f ) ;
it - > vel = AddV2 ( it - > vel , MulV2F ( dir , - 3.0f ) ) ;
}
}
}
}
}
}
}
}
if ( it - > npc_kind = = NPC_OldMan )
if ( it - > npc_kind = = NPC_OldMan )
@ -2561,65 +2621,14 @@ void frame(void)
it - > pos = move_and_slide ( ( MoveSlideParams ) { it , it - > pos , MulV2F ( it - > vel , pixels_per_meter * dt ) } ) ;
it - > pos = move_and_slide ( ( MoveSlideParams ) { it , it - > pos , MulV2F ( it - > vel , pixels_per_meter * dt ) } ) ;
*/
*/
}
}
else if ( npc_is_skeleton ( it ) )
else if ( it - > npc_kind = = NPC_Skeleton )
{
{
if ( it - > dead )
if ( it - > dead )
{
{
}
}
else
else
{
{
if ( fabsf ( it - > vel . x ) > 0.01f )
} // skelton combat and movement
it - > facing_left = it - > vel . x < 0.0f ;
it - > pos = move_and_slide ( ( MoveSlideParams ) { it , it - > pos , MulV2F ( it - > vel , pixels_per_meter * dt ) } ) ;
AABB weapon_aabb = entity_sword_aabb ( it , 30.0f , 18.0f ) ;
dbgrect ( weapon_aabb ) ;
Vec2 target_vel = { 0 } ;
it - > pos = AddV2 ( it - > pos , MulV2F ( it - > vel , dt ) ) ;
Overlapping overlapping_weapon = get_overlapping ( cur_level , weapon_aabb ) ;
if ( it - > swing_timer > 0.0 )
{
player_in_combat = true ;
it - > swing_timer + = dt ;
if ( it - > swing_timer > = anim_sprite_duration ( ANIM_skeleton_swing_sword ) )
{
it - > swing_timer = 0.0 ;
}
if ( it - > swing_timer > = 0.4f )
{
SwordToDamage to_damage = entity_sword_to_do_damage ( it , overlapping_weapon ) ;
Entity * from = it ;
BUFF_ITER ( Entity * , & to_damage )
{
request_do_damage ( * it , from , DAMAGE_SWORD ) ;
}
}
}
else
{
// in huntin' range
it - > walking = LenV2 ( SubV2 ( player - > pos , it - > pos ) ) < 250.0f ;
if ( it - > walking )
{
player_in_combat = true ;
Entity * skele = it ;
BUFF_ITER ( Overlap , & overlapping_weapon )
{
if ( it - > e & & it - > e - > is_character )
{
skele - > swing_timer + = dt ;
BUFF_CLEAR ( & skele - > done_damage_to_this_swing ) ;
}
}
target_vel = MulV2F ( NormV2 ( SubV2 ( player - > pos , it - > pos ) ) , 4.0f ) ;
}
else
{
}
}
it - > vel = LerpV2 ( it - > vel , dt * 8.0f , target_vel ) ;
}
}
}
else if ( it - > npc_kind = = NPC_Death )
else if ( it - > npc_kind = = NPC_Death )
{
{
@ -2665,7 +2674,7 @@ void frame(void)
}
}
if ( it - > damage > = 1.0 )
if ( it - > damage > = 1.0 )
{
{
if ( it - > npc_kind = = NPC_Skeleton )
if ( npc_is_skeleton ( it ) )
{
{
it - > dead = true ;
it - > dead = true ;
}
}
@ -2804,7 +2813,7 @@ void frame(void)
bool entity_talkable = true ;
bool entity_talkable = true ;
if ( entity_talkable ) entity_talkable = entity_talkable & & ! it - > is_tile ;
if ( entity_talkable ) entity_talkable = entity_talkable & & ! it - > is_tile ;
if ( entity_talkable ) entity_talkable = entity_talkable & & it - > e - > is_npc ;
if ( entity_talkable ) entity_talkable = entity_talkable & & it - > e - > is_npc ;
if ( entity_talkable ) entity_talkable = entity_talkable & & ! ( it - > e - > npc_kind = = NPC_Skeleton ) ;
//if(entity_talkable) entity_talkable = entity_talkable && !(it->e->npc_kind == NPC_Skeleton);
# ifdef WEB
# ifdef WEB
if ( entity_talkable ) entity_talkable = entity_talkable & & it - > e - > gen_request_id = = 0 ;
if ( entity_talkable ) entity_talkable = entity_talkable & & it - > e - > gen_request_id = = 0 ;
# endif
# endif
@ -3065,11 +3074,12 @@ void frame(void)
to_draw . anim = player - > cur_animation ;
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_I ( PlayerAfterImage , & player - > after_images , i )
{
{
{
{
DrawnAnimatedSprite to_draw = it - > drawn ;
DrawnAnimatedSprite to_draw = it - > drawn ;
to_draw . tint . a = 1. 0f;
to_draw . tint . a = 0.5 f;
float progress_through_life = it - > alive_for / AFTERIMAGE_LIFETIME ;
float progress_through_life = it - > alive_for / AFTERIMAGE_LIFETIME ;
if ( progress_through_life > 0.5f )
if ( progress_through_life > 0.5f )
@ -3077,14 +3087,17 @@ void frame(void)
float fade_amount = ( progress_through_life - 0.5f ) / 0.5f ;
float fade_amount = ( progress_through_life - 0.5f ) / 0.5f ;
to_draw . tint . a = Lerp ( 0.8f , fade_amount , 0.0f ) ;
to_draw . tint . a = Lerp ( 0.8f , fade_amount , 0.0f ) ;
to_draw . pos = LerpV2 ( to_draw . pos , fade_amount , target_sprite_pos ) ;
Vec2 target ;
if ( i ! = player - > after_images . cur_index - 1 ) target = player - > after_images . data [ i + 1 ] . drawn . pos ;
else target = target_sprite_pos ;
to_draw . pos = LerpV2 ( to_draw . pos , fade_amount , target ) ;
}
}
to_draw . no_shadow = true ;
to_draw . no_shadow = true ;
draw_animated_sprite ( to_draw ) ;
draw_animated_sprite ( to_draw ) ;
}
}
}
}
if ( player - > is_rolling ) to_draw . tint . a = 0.5f ;
//if(player->is_rolling^) to_draw.tint.a = 0.5f;
if ( to_draw . anim )
if ( to_draw . anim )
{
{
@ -3135,7 +3148,7 @@ void frame(void)
bool face_left = SubV2 ( player - > pos , it - > pos ) . x < 0.0f ;
bool face_left = SubV2 ( player - > pos , it - > pos ) . x < 0.0f ;
draw_animated_sprite ( ( DrawnAnimatedSprite ) { ANIM_old_man_idle , elapsed_time , face_left , it - > pos , col } ) ;
draw_animated_sprite ( ( DrawnAnimatedSprite ) { ANIM_old_man_idle , elapsed_time , face_left , it - > pos , col } ) ;
}
}
else if ( it - > npc_kind = = NPC_Skeleton )
else if ( npc_is_skeleton ( it ) )
{
{
Color col = WHITE ;
Color col = WHITE ;
if ( it - > dead )
if ( it - > dead )