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@ -247,14 +247,18 @@ void play_audio(AudioSample *sample, float volume)
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// on web it disables event handling so the button up event isn't received
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bool keydown[SAPP_KEYCODE_MENU] = {0};
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// set to true when should receive text input from the web input box
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// or desktop text input
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bool receiving_text_input = false;
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bool in_dialog()
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// called from the web to see if should do the text input modal
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bool is_receiving_text_input()
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{
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return player->state == CHARACTER_TALKING;
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return receiving_text_input;
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}
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#ifdef DESKTOP
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bool receiving_text_input = false;
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Sentence text_input_buffer = {0};
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#else
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#ifdef WEB
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@ -276,6 +280,13 @@ void start_controlling_input()
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#endif // desktop
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void begin_text_input()
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{
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receiving_text_input = true;
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#ifdef DESKTOP
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BUFF_CLEAR(&text_input_buffer);
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#endif
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}
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Vec2 FloorV2(Vec2 v)
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@ -758,6 +769,7 @@ void read_from_save_data(char *data, size_t length)
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// a callback, when 'text backend' has finished making text. End dialog
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void end_text_input(char *what_player_said)
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{
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receiving_text_input = false;
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// avoid double ending text input
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if(player->state != CHARACTER_TALKING)
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{
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@ -925,7 +937,6 @@ Color blendalpha(Color c, float alpha)
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}
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void init(void)
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{
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#ifdef WEB
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@ -1285,7 +1296,8 @@ bool segments_overlapping(float *a_segment, float *b_segment)
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if (farthest_to_right - farthest_to_left < total_length)
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{
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return true;
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} else
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}
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else
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{
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return false;
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}
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@ -1302,7 +1314,8 @@ bool overlapping(AABB a, AABB b)
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{ b.upper_left.X, b.lower_right.X };
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if(segments_overlapping(a_segment, b_segment))
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{
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} else
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}
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else
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{
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return false;
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}
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@ -1317,7 +1330,8 @@ bool overlapping(AABB a, AABB b)
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{ b.lower_right.Y, b.upper_left.Y };
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if(segments_overlapping(a_segment, b_segment))
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{
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} else
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}
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else
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{
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return false;
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}
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@ -1803,6 +1817,16 @@ AABB draw_text(TextParams t)
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return bounds;
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}
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AABB draw_centered_text(TextParams t)
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{
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t.dry_run = true;
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AABB text_aabb = draw_text(t);
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t.dry_run = false;
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Vec2 center_pos = t.pos;
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t.pos = AddV2(center_pos, MulV2F(aabb_size(text_aabb), -0.5f));
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return draw_text(t);
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}
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float y_coord_sorting_at(Vec2 pos)
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{
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float y_coord_sorting = world_to_screen(pos).y / screen_size().y;
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@ -2150,6 +2174,40 @@ Sentence *last_said_sentence(Entity *npc)
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return 0;
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}
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typedef struct
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{
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Sentence s;
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bool is_player;
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} DialogElement;
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typedef BUFF(DialogElement, REMEMBERED_PERCEPTIONS) Dialog;
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Dialog produce_dialog(Entity *talking_to)
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{
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Dialog to_return = {0};
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BUFF_ITER(Perception, &talking_to->remembered_perceptions)
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{
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if(it->type == NPCDialog)
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{
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Sentence to_say = it->npc_dialog;
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Sentence *last_said = last_said_sentence(talking_to);
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if(last_said == &it->npc_dialog)
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{
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to_say = (Sentence){0};
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for(int i = 0; i < min(it->npc_dialog.cur_index, (int)talking_to->characters_said); i++)
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{
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BUFF_APPEND(&to_say, it->npc_dialog.data[i]);
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}
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}
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BUFF_APPEND(&to_return, ((DialogElement){ .s = to_say, .is_player = false }) );
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}
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else if(it->type == PlayerDialog)
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{
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BUFF_APPEND(&to_return, ((DialogElement){ .s = it->player_dialog, .is_player = true }) );
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}
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}
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return to_return;
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}
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void draw_dialog_panel(Entity *talking_to, float alpha)
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{
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@ -2193,34 +2251,7 @@ void draw_dialog_panel(Entity *talking_to, float alpha)
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{
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float new_line_height = dialog_panel.lower_right.Y;
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typedef struct
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{
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Sentence s;
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bool is_player;
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} DialogElement;
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BUFF(DialogElement, 32) dialog = {0};
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BUFF_ITER(Perception, &talking_to->remembered_perceptions)
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{
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if(it->type == NPCDialog)
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{
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Sentence to_say = it->npc_dialog;
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Sentence *last_said = last_said_sentence(talking_to);
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if(last_said == &it->npc_dialog)
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{
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to_say = (Sentence){0};
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for(int i = 0; i < min(it->npc_dialog.cur_index, (int)talking_to->characters_said); i++)
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{
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BUFF_APPEND(&to_say, it->npc_dialog.data[i]);
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}
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}
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BUFF_APPEND(&dialog, ((DialogElement){ .s = to_say, .is_player = false }) );
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}
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else if(it->type == PlayerDialog)
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{
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BUFF_APPEND(&dialog, ((DialogElement){ .s = it->player_dialog, .is_player = true }) );
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}
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}
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Dialog dialog = produce_dialog(talking_to);
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if(dialog.cur_index > 0)
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{
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for(int i = dialog.cur_index - 1; i >= 0; i--)
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@ -2254,19 +2285,74 @@ void draw_dialog_panel(Entity *talking_to, float alpha)
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}
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}
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#define ROLL_KEY SAPP_KEYCODE_LEFT_SHIFT
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double elapsed_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 = {0}; // in screen space
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bool interact_just_pressed = false;
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bool mouse_just_clicked = false;
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typedef struct
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{
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bool interact;
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bool mouse_down;
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bool mouse_up;
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} PressedState;
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PressedState pressed = {0};
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bool mouse_down = false;
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float learned_shift = 0.0;
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float learned_space = 0.0;
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float learned_e = 0.0;
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#ifdef DEVTOOLS
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bool mouse_frozen = false;
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#endif
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typedef struct
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{
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float pressed_amount; // for buttons, 0.0 is completely unpressed (up), 1.0 is completely depressed (down)
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bool is_being_pressed;
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} IMState;
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struct { int key; IMState value; } *imui_state = 0;
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bool imbutton_key(Vec2 upper_left, Vec2 size, float text_scale, const char *text, int key, float dt)
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{
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IMState state = hmget(imui_state, key);
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upper_left.y += Lerp(0.0f, state.pressed_amount, 5.0f);
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AABB button_aabb = aabb_at(upper_left, size);
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bool to_return = false;
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float pressed_target = 0.5f;
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if(has_point(button_aabb, mouse_pos))
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{
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if(pressed.mouse_down)
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{
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state.is_being_pressed = true;
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}
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pressed_target = 1.0f; // when hovering button like pops out a bit
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if(pressed.mouse_up) to_return = true; // when mouse released, and hovering over button, this is a button press - Lao Tzu
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}
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if(pressed.mouse_up) state.is_being_pressed = false;
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if(state.is_being_pressed) pressed_target = 0.0f;
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state.pressed_amount = Lerp(state.pressed_amount, dt*20.0f, pressed_target);
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float button_alpha = Lerp(0.5f, state.pressed_amount, 1.0f);
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draw_quad((DrawParams){false, quad_aabb(button_aabb), IMG(image_white_square), blendalpha(WHITE, button_alpha)});
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draw_centered_text((TextParams){false, false, text, aabb_center(button_aabb), BLACK, text_scale, .clip_to = button_aabb});
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hmput(imui_state, key, state);
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return to_return;
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}
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#define imbutton(...) imbutton_key(__VA_ARGS__, __LINE__, dt)
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void frame(void)
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{
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|
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static float speed_factor = 1.0f;
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|
|
@ -2306,14 +2392,6 @@ void frame(void)
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PROFILE_SCOPE("frame")
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{
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#ifdef DESKTOP
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|
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if(!receiving_text_input && in_dialog())
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|
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{
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|
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receiving_text_input = true;
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|
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BUFF_CLEAR(&text_input_buffer);
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}
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#endif
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// better for vertical aspect ratios
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|
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if(screen_size().x < 0.7f*screen_size().y)
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{
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|
@ -2340,7 +2418,7 @@ void frame(void)
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}
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|
|
attack = mobile_attack_pressed;
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|
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roll = mobile_roll_pressed;
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|
|
interact = interact_just_pressed;
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|
|
interact = pressed.interact;
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|
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}
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|
|
else
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{
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|
|
@ -2353,7 +2431,7 @@ void frame(void)
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|
|
attack = attack || keydown[SAPP_KEYCODE_LEFT_CONTROL];
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|
|
#endif
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|
|
roll = keydown[ROLL_KEY];
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|
|
interact = interact_just_pressed;
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|
|
interact = pressed.interact;
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|
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}
|
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|
|
if(LenV2(movement) > 1.0)
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{
|
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|
|
@ -2463,6 +2541,9 @@ void frame(void)
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|
speed_factor = speed_target;
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}
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|
|
int num_timestep_loops = 0;
|
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|
|
|
// restore the pressed state after gameplay loop so pressed input events can be processed in the
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|
|
// rendering correctly as well
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|
|
PressedState before_gameplay_loops = pressed;
|
|
|
|
|
{
|
|
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|
|
unprocessed_gameplay_time += unwarped_dt;
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|
|
|
|
float timestep = fminf(unwarped_dt, (float)MINIMUM_TIMESTEP);
|
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|
|
@ -2562,7 +2643,7 @@ void frame(void)
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|
|
if(has_point(entity_aabb(it), screen_to_world(mouse_pos)))
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|
|
|
|
{
|
|
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|
|
it->being_hovered = true;
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|
|
|
if(mouse_just_clicked)
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|
|
|
if(pressed.mouse_down)
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|
|
|
{
|
|
|
|
|
player->talking_to = frome(it);
|
|
|
|
|
player->state = CHARACTER_TALKING;
|
|
|
|
@ -3094,283 +3175,352 @@ F cost: G + H
|
|
|
|
|
{
|
|
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|
|
assert(false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PROFILE_SCOPE("Destroy gs.entities, maybe send generation requests")
|
|
|
|
|
PROFILE_SCOPE("Destroy gs.entities, maybe send generation requests")
|
|
|
|
|
{
|
|
|
|
|
ENTITIES_ITER(gs.entities)
|
|
|
|
|
{
|
|
|
|
|
ENTITIES_ITER(gs.entities)
|
|
|
|
|
if(it->destroy)
|
|
|
|
|
{
|
|
|
|
|
if(it->destroy)
|
|
|
|
|
{
|
|
|
|
|
int gen = it->generation;
|
|
|
|
|
*it = (Entity){0};
|
|
|
|
|
it->generation = gen;
|
|
|
|
|
}
|
|
|
|
|
if(it->perceptions_dirty && !npc_does_dialog(it))
|
|
|
|
|
{
|
|
|
|
|
it->perceptions_dirty = false;
|
|
|
|
|
}
|
|
|
|
|
if(it->perceptions_dirty)
|
|
|
|
|
{
|
|
|
|
|
PromptBuff prompt = {0};
|
|
|
|
|
int gen = it->generation;
|
|
|
|
|
*it = (Entity){0};
|
|
|
|
|
it->generation = gen;
|
|
|
|
|
}
|
|
|
|
|
if(it->perceptions_dirty && !npc_does_dialog(it))
|
|
|
|
|
{
|
|
|
|
|
it->perceptions_dirty = false;
|
|
|
|
|
}
|
|
|
|
|
if(it->perceptions_dirty)
|
|
|
|
|
{
|
|
|
|
|
PromptBuff prompt = {0};
|
|
|
|
|
#ifdef DO_CHATGPT_PARSING
|
|
|
|
|
generate_chatgpt_prompt(it, &prompt);
|
|
|
|
|
generate_chatgpt_prompt(it, &prompt);
|
|
|
|
|
#else
|
|
|
|
|
generate_prompt(it, &prompt);
|
|
|
|
|
generate_prompt(it, &prompt);
|
|
|
|
|
#endif
|
|
|
|
|
Log("Sending request with prompt `%s`\n", prompt.data);
|
|
|
|
|
Log("Sending request with prompt `%s`\n", prompt.data);
|
|
|
|
|
|
|
|
|
|
#ifdef WEB
|
|
|
|
|
// fire off generation request, save id
|
|
|
|
|
BUFF(char, 512) completion_server_url = {0};
|
|
|
|
|
printf_buff(&completion_server_url, "%s/completion", SERVER_URL);
|
|
|
|
|
int req_id = EM_ASM_INT({
|
|
|
|
|
return make_generation_request(UTF8ToString($1), UTF8ToString($0));
|
|
|
|
|
}, completion_server_url.data, prompt.data);
|
|
|
|
|
it->gen_request_id = req_id;
|
|
|
|
|
// fire off generation request, save id
|
|
|
|
|
BUFF(char, 512) completion_server_url = {0};
|
|
|
|
|
printf_buff(&completion_server_url, "%s/completion", SERVER_URL);
|
|
|
|
|
int req_id = EM_ASM_INT({
|
|
|
|
|
return make_generation_request(UTF8ToString($1), UTF8ToString($0));
|
|
|
|
|
}, completion_server_url.data, prompt.data);
|
|
|
|
|
it->gen_request_id = req_id;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifdef DESKTOP
|
|
|
|
|
BUFF(char, 1024) mocked_ai_response = {0};
|
|
|
|
|
BUFF(char, 1024) mocked_ai_response = {0};
|
|
|
|
|
#define SAY(act, txt) { printf_buff(&mocked_ai_response, "%s \"%s\"", actions[act], txt); }
|
|
|
|
|
if(it->npc_kind == NPC_TheGuard)
|
|
|
|
|
if(it->npc_kind == NPC_TheGuard)
|
|
|
|
|
{
|
|
|
|
|
if(it->last_seen_holding_kind == ITEM_Tripod && !it->moved)
|
|
|
|
|
{
|
|
|
|
|
if(it->last_seen_holding_kind == ITEM_Tripod && !it->moved)
|
|
|
|
|
{
|
|
|
|
|
SAY(ACT_allows_player_to_pass, "Here you go");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
SAY(ACT_none, "You passed");
|
|
|
|
|
}
|
|
|
|
|
SAY(ACT_allows_player_to_pass, "Here you go");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//SAY(ACT_joins_player, "I am an NPC");
|
|
|
|
|
SAY(ACT_fights_player, "I am an NPC. Bla bla bl alb djsfklalfkdsaj. Did you know shortcake?");
|
|
|
|
|
SAY(ACT_none, "You passed");
|
|
|
|
|
}
|
|
|
|
|
Perception p = {0};
|
|
|
|
|
assert(parse_chatgpt_response(it, mocked_ai_response.data, &p));
|
|
|
|
|
process_perception(it, p);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//SAY(ACT_joins_player, "I am an NPC");
|
|
|
|
|
SAY(ACT_fights_player, "I am an NPC. Bla bla bl alb djsfklalfkdsaj. Did you know shortcake?");
|
|
|
|
|
}
|
|
|
|
|
Perception p = {0};
|
|
|
|
|
assert(parse_chatgpt_response(it, mocked_ai_response.data, &p));
|
|
|
|
|
process_perception(it, p);
|
|
|
|
|
#undef SAY
|
|
|
|
|
#endif
|
|
|
|
|
it->perceptions_dirty = false;
|
|
|
|
|
}
|
|
|
|
|
it->perceptions_dirty = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PROFILE_SCOPE("process player")
|
|
|
|
|
{
|
|
|
|
|
PROFILE_SCOPE("process player")
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
// do dialog
|
|
|
|
|
Entity *closest_interact_with = 0;
|
|
|
|
|
// do dialog
|
|
|
|
|
Entity *closest_interact_with = 0;
|
|
|
|
|
{
|
|
|
|
|
// find closest to talk to
|
|
|
|
|
{
|
|
|
|
|
// find closest to talk to
|
|
|
|
|
AABB dialog_rect = centered_aabb(player->pos, V2(dialog_interact_size , dialog_interact_size));
|
|
|
|
|
dbgrect(dialog_rect);
|
|
|
|
|
Overlapping possible_dialogs = get_overlapping(cur_level, dialog_rect);
|
|
|
|
|
float closest_interact_with_dist = INFINITY;
|
|
|
|
|
BUFF_ITER(Overlap, &possible_dialogs)
|
|
|
|
|
{
|
|
|
|
|
AABB dialog_rect = centered_aabb(player->pos, V2(dialog_interact_size , dialog_interact_size));
|
|
|
|
|
dbgrect(dialog_rect);
|
|
|
|
|
Overlapping possible_dialogs = get_overlapping(cur_level, dialog_rect);
|
|
|
|
|
float closest_interact_with_dist = INFINITY;
|
|
|
|
|
BUFF_ITER(Overlap, &possible_dialogs)
|
|
|
|
|
{
|
|
|
|
|
bool entity_talkable = true;
|
|
|
|
|
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->npc_kind == NPC_Skeleton);
|
|
|
|
|
bool entity_talkable = true;
|
|
|
|
|
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->npc_kind == NPC_Skeleton);
|
|
|
|
|
#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
|
|
|
|
|
|
|
|
|
|
bool entity_pickupable = !it->is_tile && !gete(player->holding_item) && it->e->is_item;
|
|
|
|
|
bool entity_pickupable = !it->is_tile && !gete(player->holding_item) && it->e->is_item;
|
|
|
|
|
|
|
|
|
|
if(entity_talkable || entity_pickupable)
|
|
|
|
|
if(entity_talkable || entity_pickupable)
|
|
|
|
|
{
|
|
|
|
|
float dist = LenV2(SubV2(it->e->pos, player->pos));
|
|
|
|
|
if(dist < closest_interact_with_dist)
|
|
|
|
|
{
|
|
|
|
|
float dist = LenV2(SubV2(it->e->pos, player->pos));
|
|
|
|
|
if(dist < closest_interact_with_dist)
|
|
|
|
|
{
|
|
|
|
|
closest_interact_with_dist = dist;
|
|
|
|
|
closest_interact_with = it->e;
|
|
|
|
|
}
|
|
|
|
|
closest_interact_with_dist = dist;
|
|
|
|
|
closest_interact_with = it->e;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
interacting_with = closest_interact_with;
|
|
|
|
|
if(player->state == CHARACTER_TALKING)
|
|
|
|
|
{
|
|
|
|
|
interacting_with = gete(player->talking_to);
|
|
|
|
|
assert(interacting_with);
|
|
|
|
|
}
|
|
|
|
|
interacting_with = closest_interact_with;
|
|
|
|
|
if(player->state == CHARACTER_TALKING)
|
|
|
|
|
{
|
|
|
|
|
interacting_with = gete(player->talking_to);
|
|
|
|
|
assert(interacting_with);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// maybe get rid of talking to
|
|
|
|
|
if(player->state == CHARACTER_TALKING)
|
|
|
|
|
// maybe get rid of talking to
|
|
|
|
|
if(player->state == CHARACTER_TALKING)
|
|
|
|
|
{
|
|
|
|
|
if(gete(player->talking_to) == 0)
|
|
|
|
|
{
|
|
|
|
|
if(gete(player->talking_to) == 0)
|
|
|
|
|
{
|
|
|
|
|
player->state = CHARACTER_IDLE;
|
|
|
|
|
}
|
|
|
|
|
player->state = CHARACTER_IDLE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
player->talking_to = (EntityRef){0};
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(interact)
|
|
|
|
|
if(interact)
|
|
|
|
|
{
|
|
|
|
|
if(player->state == CHARACTER_TALKING)
|
|
|
|
|
{
|
|
|
|
|
if(player->in_conversation_mode)
|
|
|
|
|
player->state = CHARACTER_IDLE;
|
|
|
|
|
}
|
|
|
|
|
else if(closest_interact_with)
|
|
|
|
|
{
|
|
|
|
|
if(closest_interact_with->is_npc)
|
|
|
|
|
{
|
|
|
|
|
player->in_conversation_mode = false;
|
|
|
|
|
// begin dialog with closest npc
|
|
|
|
|
player->state = CHARACTER_TALKING;
|
|
|
|
|
player->talking_to = frome(closest_interact_with);
|
|
|
|
|
}
|
|
|
|
|
else if(closest_interact_with)
|
|
|
|
|
else if(closest_interact_with->is_item)
|
|
|
|
|
{
|
|
|
|
|
if(closest_interact_with->is_npc)
|
|
|
|
|
{
|
|
|
|
|
// begin dialog with closest npc
|
|
|
|
|
player->state = CHARACTER_TALKING;
|
|
|
|
|
player->talking_to = frome(closest_interact_with);
|
|
|
|
|
}
|
|
|
|
|
else if(closest_interact_with->is_item)
|
|
|
|
|
{
|
|
|
|
|
// pick up item
|
|
|
|
|
closest_interact_with->held_by_player = true;
|
|
|
|
|
player->holding_item = frome(closest_interact_with);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
assert(false);
|
|
|
|
|
}
|
|
|
|
|
// pick up item
|
|
|
|
|
closest_interact_with->held_by_player = true;
|
|
|
|
|
player->holding_item = frome(closest_interact_with);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if(gete(player->holding_item))
|
|
|
|
|
{
|
|
|
|
|
// throw item if not talking to somebody with item
|
|
|
|
|
Entity *thrown = gete(player->holding_item);
|
|
|
|
|
assert(thrown);
|
|
|
|
|
thrown->vel = MulV2F(player->to_throw_direction, 20.0f);
|
|
|
|
|
thrown->held_by_player = false;
|
|
|
|
|
player->holding_item = (EntityRef){0};
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
player->in_conversation_mode = true;
|
|
|
|
|
}
|
|
|
|
|
assert(false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float speed = 0.0f;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if(roll && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
|
|
|
|
|
if(gete(player->holding_item))
|
|
|
|
|
{
|
|
|
|
|
player->is_rolling = true;
|
|
|
|
|
player->roll_progress = 0.0;
|
|
|
|
|
// throw item if not talking to somebody with item
|
|
|
|
|
Entity *thrown = gete(player->holding_item);
|
|
|
|
|
assert(thrown);
|
|
|
|
|
thrown->vel = MulV2F(player->to_throw_direction, 20.0f);
|
|
|
|
|
thrown->held_by_player = false;
|
|
|
|
|
player->holding_item = (EntityRef){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)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float speed = 0.0f;
|
|
|
|
|
{
|
|
|
|
|
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
|
|
|
|
|
{
|
|
|
|
|
if(player->state != CHARACTER_IDLE && player->state != CHARACTER_WALKING)
|
|
|
|
|
{
|
|
|
|
|
BUFF_REMOVE_FRONT(&player->after_images);
|
|
|
|
|
player->roll_progress = 0.0;
|
|
|
|
|
player->is_rolling = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// roll processing
|
|
|
|
|
if(player->is_rolling)
|
|
|
|
|
{
|
|
|
|
|
if(player->state != CHARACTER_IDLE && player->state != CHARACTER_WALKING)
|
|
|
|
|
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->roll_progress = 0.0;
|
|
|
|
|
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};
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
Vec2 target_vel = {0};
|
|
|
|
|
|
|
|
|
|
if(gete(player->holding_item) && gete(player->holding_item)->item_kind == ITEM_Boots)
|
|
|
|
|
{
|
|
|
|
|
speed *= 2.0f;
|
|
|
|
|
}
|
|
|
|
|
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(LenV2(movement) == 0.0)
|
|
|
|
|
{
|
|
|
|
|
player->state = CHARACTER_IDLE;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
if(gete(player->holding_item) && gete(player->holding_item)->item_kind == ITEM_Boots)
|
|
|
|
|
{
|
|
|
|
|
speed *= 2.0f;
|
|
|
|
|
}
|
|
|
|
|
else if(player->state == CHARACTER_IDLE)
|
|
|
|
|
|
|
|
|
|
if(LenV2(movement) == 0.0)
|
|
|
|
|
{
|
|
|
|
|
if(LenV2(movement) > 0.01) player->state = CHARACTER_WALKING;
|
|
|
|
|
player->state = CHARACTER_IDLE;
|
|
|
|
|
}
|
|
|
|
|
else if(player->state == CHARACTER_ATTACK)
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
player->swing_progress += dt;
|
|
|
|
|
if(player->swing_progress > anim_sprite_duration(ANIM_knight_attack))
|
|
|
|
|
{
|
|
|
|
|
assert(false); // unknown character state? not defined how to process
|
|
|
|
|
player->state = CHARACTER_IDLE;
|
|
|
|
|
}
|
|
|
|
|
} // not time stopped
|
|
|
|
|
|
|
|
|
|
// velocity processing
|
|
|
|
|
}
|
|
|
|
|
else if(player->state == CHARACTER_TALKING)
|
|
|
|
|
{
|
|
|
|
|
Vec2 target_vel = MulV2F(movement, pixels_per_meter * speed);
|
|
|
|
|
player->vel = LerpV2(player->vel, dt * 15.0f, target_vel);
|
|
|
|
|
player->pos = move_and_slide((MoveSlideParams){player, player->pos, MulV2F(player->vel, dt)});
|
|
|
|
|
}
|
|
|
|
|
// health
|
|
|
|
|
if(player->damage >= 1.0)
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
reset_level();
|
|
|
|
|
assert(false); // unknown character state? not defined how to process
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
interact_just_pressed = false;
|
|
|
|
|
mouse_just_clicked = false;
|
|
|
|
|
interact = false;
|
|
|
|
|
} // while loop
|
|
|
|
|
}
|
|
|
|
|
} // not time stopped
|
|
|
|
|
|
|
|
|
|
// velocity processing
|
|
|
|
|
{
|
|
|
|
|
Vec2 target_vel = MulV2F(movement, pixels_per_meter * speed);
|
|
|
|
|
player->vel = LerpV2(player->vel, dt * 15.0f, target_vel);
|
|
|
|
|
player->pos = move_and_slide((MoveSlideParams){player, player->pos, MulV2F(player->vel, dt)});
|
|
|
|
|
}
|
|
|
|
|
// health
|
|
|
|
|
if(player->damage >= 1.0)
|
|
|
|
|
{
|
|
|
|
|
reset_level();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
pressed = (PressedState){0};
|
|
|
|
|
interact = false;
|
|
|
|
|
} // while loop
|
|
|
|
|
}
|
|
|
|
|
pressed = before_gameplay_loops;
|
|
|
|
|
|
|
|
|
|
PROFILE_SCOPE("render player")
|
|
|
|
|
PROFILE_SCOPE("dialog menu") // big dialog panel
|
|
|
|
|
{
|
|
|
|
|
static float on_screen = 0.0f;
|
|
|
|
|
Entity *talking_to = gete(player->talking_to);
|
|
|
|
|
on_screen = Lerp(on_screen, dt*9.0f, talking_to ? 1.0f : 0.0f);
|
|
|
|
|
{
|
|
|
|
|
float panel_width = screen_size().x * 0.4f * on_screen;
|
|
|
|
|
AABB panel_aabb = (AABB){.upper_left = V2(0.0f, screen_size().y), .lower_right = V2(panel_width, 0.0f)};
|
|
|
|
|
float alpha = 1.0f;
|
|
|
|
|
if(aabb_is_valid(panel_aabb))
|
|
|
|
|
{
|
|
|
|
|
float new_line_height = panel_aabb.lower_right.Y;
|
|
|
|
|
draw_quad((DrawParams){false, quad_aabb(panel_aabb), IMG(image_white_square), blendalpha(BLACK, 0.7f)});
|
|
|
|
|
|
|
|
|
|
// apply padding
|
|
|
|
|
float padding = 0.1f * panel_width;
|
|
|
|
|
panel_width -= padding * 2.0f;
|
|
|
|
|
panel_aabb.upper_left = AddV2(panel_aabb.upper_left, V2(padding, -padding));
|
|
|
|
|
panel_aabb.lower_right = AddV2(panel_aabb.lower_right, V2(-padding, padding));
|
|
|
|
|
|
|
|
|
|
if(talking_to)
|
|
|
|
|
{
|
|
|
|
|
Dialog dialog = produce_dialog(talking_to);
|
|
|
|
|
if(dialog.cur_index > 0)
|
|
|
|
|
{
|
|
|
|
|
for(int i = dialog.cur_index - 1; i >= 0; i--)
|
|
|
|
|
{
|
|
|
|
|
DialogElement *it = &dialog.data[i];
|
|
|
|
|
{
|
|
|
|
|
Color *colors = calloc(sizeof(*colors), it->s.cur_index);
|
|
|
|
|
for(int char_i = 0; char_i < it->s.cur_index; char_i++)
|
|
|
|
|
{
|
|
|
|
|
if(it->is_player)
|
|
|
|
|
{
|
|
|
|
|
colors[char_i] = BLACK;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
colors[char_i] = colhex(0x345e22);
|
|
|
|
|
}
|
|
|
|
|
colors[char_i] = blendalpha(colors[char_i], alpha);
|
|
|
|
|
}
|
|
|
|
|
float measured_line_height = draw_wrapped_text(true, V2(panel_aabb.upper_left.X, new_line_height), panel_aabb.lower_right.X - panel_aabb.upper_left.X, it->s.data, colors, 0.5f, true, panel_aabb);
|
|
|
|
|
new_line_height += (new_line_height - measured_line_height);
|
|
|
|
|
draw_wrapped_text(false, V2(panel_aabb.upper_left.X, new_line_height), panel_aabb.lower_right.X - panel_aabb.upper_left.X, it->s.data, colors, 0.5f, true, panel_aabb);
|
|
|
|
|
|
|
|
|
|
free(colors);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// draw button
|
|
|
|
|
float space_btwn_buttons = panel_width * 0.05f;
|
|
|
|
|
float text_scale = 1.5f;
|
|
|
|
|
const float num_buttons = 2.0f;
|
|
|
|
|
Vec2 button_size = V2(
|
|
|
|
|
(panel_width - (num_buttons - 1.0f)*space_btwn_buttons)/num_buttons,
|
|
|
|
|
(panel_aabb.upper_left.y - panel_aabb.lower_right.y)*0.2f
|
|
|
|
|
);
|
|
|
|
|
float button_grid_width = button_size.x*num_buttons + space_btwn_buttons * (num_buttons - 1.0f);
|
|
|
|
|
Vec2 cur_upper_left = V2((panel_aabb.upper_left.x + panel_aabb.lower_right.x)/2.0f - button_grid_width/2.0f, panel_aabb.lower_right.y + button_size.y);
|
|
|
|
|
imbutton(cur_upper_left, button_size, text_scale, "Speak");
|
|
|
|
|
|
|
|
|
|
cur_upper_left.x += button_size.x + space_btwn_buttons;
|
|
|
|
|
imbutton(cur_upper_left, button_size, text_scale, "Give Item");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PROFILE_SCOPE("render player")
|
|
|
|
|
{
|
|
|
|
|
DrawnAnimatedSprite to_draw = {0};
|
|
|
|
|
Vec2 character_sprite_pos = AddV2(player->pos, V2(0.0, 20.0f));
|
|
|
|
|
// if somebody, show their dialog panel
|
|
|
|
@ -3490,26 +3640,27 @@ F cost: G + H
|
|
|
|
|
Color col = LerpV4(WHITE, it->damage, RED);
|
|
|
|
|
if(it->is_npc)
|
|
|
|
|
{
|
|
|
|
|
// health bar
|
|
|
|
|
{
|
|
|
|
|
Vec2 health_bar_size = V2(TILE_SIZE, 0.1f * TILE_SIZE);
|
|
|
|
|
float health_bar_progress = 1.0f - (it->damage / entity_max_damage(it));
|
|
|
|
|
Vec2 health_bar_center = AddV2(it->pos, V2(0.0f, -entity_aabb_size(it).y));
|
|
|
|
|
Vec2 bar_upper_left = AddV2(health_bar_center, MulV2F(health_bar_size, -0.5f));
|
|
|
|
|
draw_quad((DrawParams){true, quad_at(bar_upper_left, health_bar_size), IMG(image_white_square), BROWN});
|
|
|
|
|
draw_quad((DrawParams){true, quad_at(bar_upper_left, V2(health_bar_size.x * health_bar_progress, health_bar_size.y)), IMG(image_white_square), GREEN});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float dist = LenV2(SubV2(it->pos, player->pos));
|
|
|
|
|
dist -= 10.0f; // radius around point where dialog is completely opaque
|
|
|
|
|
float max_dist = dialog_interact_size/2.0f;
|
|
|
|
|
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 = 0.0f;
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// health bar
|
|
|
|
|
{
|
|
|
|
|
Vec2 health_bar_size = V2(TILE_SIZE, 0.1f * TILE_SIZE);
|
|
|
|
|
float health_bar_progress = 1.0f - (it->damage / entity_max_damage(it));
|
|
|
|
|
Vec2 health_bar_center = AddV2(it->pos, V2(0.0f, -15.0f));
|
|
|
|
|
Vec2 bar_upper_left = AddV2(health_bar_center, MulV2F(health_bar_size, -0.5f));
|
|
|
|
|
draw_quad((DrawParams){true, quad_at(bar_upper_left, health_bar_size), IMG(image_white_square), BROWN});
|
|
|
|
|
draw_quad((DrawParams){true, quad_at(bar_upper_left, V2(health_bar_size.x * health_bar_progress, health_bar_size.y)), IMG(image_white_square), GREEN});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
it->dialog_panel_opacity = Lerp(it->dialog_panel_opacity, unwarped_dt*10.0f, alpha);
|
|
|
|
|
draw_dialog_panel(it, it->dialog_panel_opacity);
|
|
|
|
@ -3668,9 +3819,10 @@ F cost: G + H
|
|
|
|
|
total_height -= (total_height - (vertical_spacing + HELPER_SIZE));
|
|
|
|
|
const float padding = 50.0f;
|
|
|
|
|
float y = screen_size().y/2.0f + total_height/2.0f;
|
|
|
|
|
draw_quad((DrawParams){false, quad_at(V2(padding, y), V2(HELPER_SIZE,HELPER_SIZE)), IMG(image_shift_icon), (Color){1.0f,1.0f,1.0f,fmaxf(0.0f, 1.0f-learned_shift)}, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
|
float x = screen_size().x - padding - HELPER_SIZE;
|
|
|
|
|
draw_quad((DrawParams){false, quad_at(V2(x, y), V2(HELPER_SIZE,HELPER_SIZE)), IMG(image_shift_icon), (Color){1.0f,1.0f,1.0f,fmaxf(0.0f, 1.0f-learned_shift)}, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
|
y -= vertical_spacing;
|
|
|
|
|
draw_quad((DrawParams){false, quad_at(V2(padding, y), V2(HELPER_SIZE,HELPER_SIZE)), IMG(image_space_icon), (Color){1.0f,1.0f,1.0f,fmaxf(0.0f, 1.0f-learned_space)}, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
|
draw_quad((DrawParams){false, quad_at(V2(x, y), V2(HELPER_SIZE,HELPER_SIZE)), IMG(image_space_icon), (Color){1.0f,1.0f,1.0f,fmaxf(0.0f, 1.0f-learned_space)}, .y_coord_sorting = Y_COORD_IN_FRONT});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@ -3748,12 +3900,14 @@ F cost: G + H
|
|
|
|
|
last_frame_processing_time = stm_sec(stm_diff(stm_now(),time_start_frame));
|
|
|
|
|
|
|
|
|
|
reset(&scratch);
|
|
|
|
|
pressed = (PressedState){0};
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void cleanup(void)
|
|
|
|
|
{
|
|
|
|
|
sg_shutdown();
|
|
|
|
|
hmfree(imui_state);
|
|
|
|
|
Log("Cleaning up\n");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -3783,7 +3937,6 @@ void event(const sapp_event *e)
|
|
|
|
|
}
|
|
|
|
|
if(e->type == SAPP_EVENTTYPE_KEY_DOWN && e->key_code == SAPP_KEYCODE_ENTER)
|
|
|
|
|
{
|
|
|
|
|
receiving_text_input = false;
|
|
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end_text_input(text_input_buffer.data);
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}
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}
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@ -3821,7 +3974,7 @@ void event(const sapp_event *e)
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{
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interact_pressed_by = activate(point.identifier);
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mobile_interact_pressed = true;
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interact_just_pressed = true;
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pressed.interact = true;
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}
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if(LenV2(SubV2(touchpoint_screen_pos, attack_button_pos())) < mobile_button_size()*0.5f)
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{
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@ -3878,7 +4031,17 @@ void event(const sapp_event *e)
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{
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if(e->mouse_button == SAPP_MOUSEBUTTON_LEFT)
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{
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mouse_just_clicked = true;
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pressed.mouse_down = true;
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mouse_down = true;
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}
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}
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if(e->type == SAPP_EVENTTYPE_MOUSE_UP)
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{
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if(e->mouse_button == SAPP_MOUSEBUTTON_LEFT)
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{
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mouse_down = false;
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pressed.mouse_up = true;
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}
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}
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@ -3893,7 +4056,7 @@ void event(const sapp_event *e)
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if(e->key_code == SAPP_KEYCODE_E)
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{
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interact_just_pressed = true;
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pressed.interact = true;
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}
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if(e->key_code == SAPP_KEYCODE_LEFT_SHIFT)
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