New art, add 3 more characters, new level

main
Cameron Murphy Reikes 2 years ago
parent c702e64ba7
commit 858b6277c3

2
.gitignore vendored

@ -11,6 +11,8 @@ build_web/
# copyrighted assets which must be bought
assets/copyrighted/
ForgottenMemories/
ForgottenMemories.zip
Undead - Pixel Art Characters/
Undead - Pixel Art Characters.zip
EPIC RPG World Pack - Ancient Ruins V 1.7.zip

@ -86,10 +86,18 @@
{
filepath: "mystery_tile.png",
}
@tileset ruins_animated:
@image tripod:
{
image: image_animated_terrain,
filepath: "copyrighted/ruins_animated.tsx",
filepath: "tripod.png",
}
@image main_tileset:
{
filepath: "copyrighted/TileSet.png",
}
@tileset main:
{
image: image_main_tileset,
filepath: "Main.tsx",
firstgid: 1,
}
@tileset ruins_ancient:
@ -100,5 +108,5 @@
}
@level level0:
{
filepath: "level0.json",
filepath: "new_level.json",
}

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"height":100,
"id":4,
"name":"Collideable",
"opacity":0.9,
"type":"tilelayer",
"visible":true,
"width":100,
"x":0,
"y":0
},
{
"draworder":"topdown",
"id":2,
"name":"objects",
"objects":[
{
"class":"PROP",
"height":32,
"id":1,
"name":"TREE0",
"rotation":0,
"visible":true,
"width":32,
"x":479,
"y":438
},
{
"class":"",
"height":32,
"id":2,
"name":"PLAYER",
"rotation":0,
"visible":true,
"width":32,
"x":518,
"y":579
},
{
"class":"",
"height":32,
"id":3,
"name":"OldMan",
"rotation":0,
"visible":true,
"width":32,
"x":551.333333333333,
"y":458
},
{
"class":"",
"height":32,
"id":4,
"name":"Skeleton",
"rotation":0,
"visible":true,
"width":32,
"x":1868.66666666667,
"y":681.666666666667
},
{
"class":"ITEM",
"height":32,
"id":5,
"name":"WhiteSquare",
"rotation":0,
"visible":true,
"width":32,
"x":431,
"y":529
},
{
"class":"ITEM",
"height":32,
"id":6,
"name":"Tripod",
"rotation":0,
"visible":true,
"width":32,
"x":600,
"y":324
},
{
"class":"",
"height":32,
"id":7,
"name":"Blocky",
"rotation":0,
"visible":true,
"width":32,
"x":1104,
"y":588
},
{
"class":"",
"height":32,
"id":8,
"name":"Skeleton",
"rotation":0,
"visible":true,
"width":32,
"x":2465.33333333333,
"y":718.666666666667
},
{
"class":"",
"height":32,
"id":9,
"name":"Skeleton",
"rotation":0,
"visible":true,
"width":32,
"x":2537.33333333333,
"y":786.666666666667
},
{
"class":"",
"height":32,
"id":10,
"name":"Max",
"rotation":0,
"visible":true,
"width":32,
"x":2481.33333333333,
"y":893.333333333333
},
{
"class":"",
"height":32,
"id":11,
"name":"Hunter",
"rotation":0,
"visible":true,
"width":32,
"x":1838.66666666667,
"y":849.333333333333
},
{
"class":"",
"height":32,
"id":12,
"name":"GodRock",
"rotation":0,
"visible":true,
"width":32,
"x":2229.33333333333,
"y":1462.66666666667
}],
"opacity":1,
"type":"objectgroup",
"visible":true,
"x":0,
"y":0
}],
"nextlayerid":5,
"nextobjectid":13,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.9.2",
"tileheight":32,
"tilesets":[
{
"firstgid":1,
"source":"Main.tsx"
}],
"tilewidth":32,
"type":"map",
"version":"1.9",
"width":100
}

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@ -31,6 +31,7 @@ void dump(MD_Node* from) {
}
}
void dump_root(MD_Node* from) {
// Iterate through each top-level node
for(MD_EachNode(node, from->first_child))
@ -62,6 +63,7 @@ bool has_decimal(MD_String8 s)
MD_Arena *cg_arena = NULL;
MD_String8 ChildValue(MD_Node *n, MD_String8 name) {
MD_Node *child_with_value = MD_ChildFromString(n, name, 0);
assert_cond(child_with_value, MD_S8Fmt(cg_arena, "Could not find child named '%.*s' of node '%.*s'", MD_S8VArg(name), MD_S8VArg(n->string)));
@ -126,12 +128,26 @@ char* goto_end_of(char *tomove, size_t max_move, char *pattern) {
#define list_printf(list_ptr, ...) MD_S8ListPush(cg_arena, list_ptr, MD_S8Fmt(cg_arena, __VA_ARGS__))
#define S8(s) MD_S8Lit(s)
void dump_full(MD_Node* from)
{
for(MD_EachNode(node, from))
{
printf("@%.*s %.*s\n", MD_S8VArg(node->first_tag->string), MD_S8VArg(node->string));
}
/* MD_String8List output_list = {0};
MD_DebugDumpFromNode(cg_arena, &output_list, from, 4, S8(" "), 0);
MD_StringJoin join = (MD_StringJoin){0};
MD_String8 debugged = MD_S8ListJoin(cg_arena, output_list , &join);
printf("%.*s\n", MD_S8VArg(debugged));*/
}
int main(int argc, char **argv) {
cg_arena = MD_ArenaAlloc();
assert_cond(cg_arena, MD_S8Lit("Memory"));
MD_ParseResult training_parse = MD_ParseWholeFile(cg_arena, MD_S8Lit("training.mdesk"));
MD_String8 global_prompt = {0};
dump_full(training_parse.node->first_child);
for(MD_EachNode(node, training_parse.node->first_child))
{
if(MD_S8Match(node->first_tag->string, MD_S8Lit("global_prompt"), 0))
@ -178,6 +194,7 @@ int main(int argc, char **argv) {
bool is_player = MD_NodeHasTag(cur_sentence, S8("player"), 0);
bool is_npc = MD_NodeHasTag(cur_sentence, S8("npc"), 0);
bool is_item_possess = MD_NodeHasTag(cur_sentence, S8("item_possess"), 0);
assert(!MD_NodeHasTag(cur_sentence, S8("item_posess"), 0));
bool is_item_discard = MD_NodeHasTag(cur_sentence, S8("item_discard"), 0);
if(is_player)
{
@ -301,7 +318,7 @@ int main(int argc, char **argv) {
char *new_cur = fillnull(cur, '"');
int frame_from = atoi(cur);
cur = new_cur;
list_printf(&tileset_decls, "{ .id_from = %d, .frames = { ", frame_from);
list_printf(&tileset_decls, "{ .exists = true, .id_from = %d, .frames = { ", frame_from);
int num_frames = 0;
while(true) {
@ -351,6 +368,10 @@ int main(int argc, char **argv) {
{
fprintf(output, "{ .exists = true, .is_prop = true, .prop_kind = %.*s, .pos = { .X=%.*s, .Y=%.*s }, }, ", MD_S8VArg(name), MD_S8VArg(x_string), MD_S8VArg(y_string));
}
else if(MD_S8Match(class, MD_S8Lit("ITEM"), 0))
{
fprintf(output, "{ .exists = true, .is_item = true, .item_kind = ITEM_%.*s, .pos = { .X=%.*s, .Y=%.*s }, }, ", MD_S8VArg(name), MD_S8VArg(x_string), MD_S8VArg(y_string));
}
else if(MD_S8Match(name, MD_S8Lit("PLAYER"), 0))
{
fprintf(output, "{ .exists = true, .is_character = true, .pos = { .X=%.*s, .Y=%.*s }, }, ", MD_S8VArg(x_string), MD_S8VArg(y_string));

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406
main.c

@ -99,6 +99,7 @@ typedef struct TileInstance
typedef struct AnimatedTile
{
uint16_t id_from;
bool exists;
int num_frames;
uint16_t frames[32];
} AnimatedTile;
@ -133,7 +134,7 @@ typedef enum CharacterState
#ifdef DEVTOOLS
#define SERVER_URL "http://localhost:8090"
#else
#define SERVER_URL "https://rpgpt.duckdns.org/"
#define SERVER_URL "https://rpgpt.duckdns.org/completion"
#endif
@ -165,7 +166,7 @@ typedef struct DialogElement
typedef BUFF(DialogElement, 2*12) Dialog;
#include "characters.gen.h"
NPC_SKELETON,
NPC_Skeleton,
NPC_MOOSE,
} NpcKind;
@ -212,8 +213,8 @@ typedef struct Entity
int gen_request_id;
#endif
bool aggressive;
bool walking;
double shotgun_timer;
// only for death npc
bool going_to_target;
Vec2 target_goto;
// only for skeleton npc
@ -243,7 +244,7 @@ typedef struct Overlap
typedef BUFF(Overlap, 16) Overlapping;
#define LEVEL_TILES 150
#define LAYERS 2
#define LAYERS 3
#define TILE_SIZE 32 // in pixels
#define MAX_ENTITIES 128
#define PLAYER_SPEED 3.5f // in meters per second
@ -467,7 +468,7 @@ Vec2 entity_aabb_size(Entity *e)
{
if(e->is_character)
{
return V2(TILE_SIZE, TILE_SIZE*0.5f);
return V2(TILE_SIZE*0.9f, TILE_SIZE*0.5f);
}
else if(e->is_npc)
{
@ -475,11 +476,19 @@ Vec2 entity_aabb_size(Entity *e)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else if(e->npc_kind == NPC_GodRock)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else if(e->npc_kind == NPC_OldMan)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else if(e->npc_kind == NPC_Death)
{
return V2(TILE_SIZE*1.10f, TILE_SIZE*1.10f);
}
else if(e->npc_kind == NPC_SKELETON)
else if(e->npc_kind == NPC_Skeleton)
{
return V2(TILE_SIZE*1.0f, TILE_SIZE*1.0f);
}
@ -487,6 +496,10 @@ Vec2 entity_aabb_size(Entity *e)
{
return V2(TILE_SIZE*1.0f, TILE_SIZE*1.0f);
}
else if(e->npc_kind == NPC_Blocky)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else
{
assert(false);
@ -515,7 +528,20 @@ Vec2 entity_aabb_size(Entity *e)
bool is_tile_solid(TileInstance t)
{
uint16_t tile_id = t.kind;
return tile_id == 53 || tile_id == 0 || tile_id == 367 || tile_id == 317 || tile_id == 313 || tile_id == 366 || tile_id == 368;
uint16_t collideable[] = {
57 , 58 , 59 ,
121, 122, 123,
185, 186, 187,
249, 250, 251,
313, 314, 315,
377, 378, 379,
};
for(int i = 0; i < ARRLEN(collideable); i++)
{
if(tile_id == collideable[i]+1) return true;
}
return false;
//return tile_id == 53 || tile_id == 0 || tile_id == 367 || tile_id == 317 || tile_id == 313 || tile_id == 366 || tile_id == 368;
}
// tilecoord is integer tile position, not like tile coord
Vec2 tilecoord_to_world(TileCoord t)
@ -570,7 +596,14 @@ AABB centered_aabb(Vec2 at, Vec2 size)
AABB entity_aabb(Entity *e)
{
return centered_aabb(e->pos, entity_aabb_size(e));
Vec2 at = e->pos;
/* following doesn't work because in move_and_slide I'm not using this function
if(e->is_character) // aabb near feet
{
at = AddV2(at, V2(0.0f, -50.0f));
}
*/
return centered_aabb(at, entity_aabb_size(e));
}
TileInstance get_tile_layer(Level *l, int layer, TileCoord t)
@ -651,6 +684,15 @@ void say_characters(Entity *npc, int num_characters)
}
if(found_matching_star)
{
assert(npc->is_npc);
if(npc->npc_kind == NPC_Blocky)
{
if(!npc->going_to_target && strcmp(match_buffer.data, "lets player pass") == 0)
{
npc->target_goto = AddV2(npc->pos, V2(-TILE_SIZE*3.0f, 0.0f));
npc->going_to_target = true;
}
}
#if 0 // actions
if(strcmp(match_buffer.data, "fights player") == 0 && npc->npc_kind == OLD_MAN)
{
@ -680,7 +722,7 @@ void say_characters(Entity *npc, int num_characters)
bool npc_is_knight_sprite(Entity *it)
{
return it->is_npc && ( it->npc_kind == NPC_Max || it->npc_kind == NPC_Hunter || it->npc_kind == NPC_John);
return it->is_npc && ( it->npc_kind == NPC_Max || it->npc_kind == NPC_Hunter || it->npc_kind == NPC_John || it->npc_kind == NPC_Blocky);
}
void add_new_npc_sentence(Entity *npc, char *sentence)
@ -835,6 +877,14 @@ void end_text_input(char *what_player_said)
add_new_npc_sentence(player->talking_to, "test *moves* I am death, destroyer of games. Come join me in the afterlife, or continue onwards *moves*");
//add_new_npc_sentence(player->talking_to, "test");
}
if(player->talking_to->npc_kind == NPC_OldMan)
{
add_new_npc_sentence(player->talking_to, "I am the old man");
}
if(player->talking_to->npc_kind == NPC_Blocky)
{
add_new_npc_sentence(player->talking_to, "I am Blocky. *lets player pass*");
}
if(player->talking_to->npc_kind == NPC_Hunter)
{
add_new_npc_sentence(player->talking_to, "I am hunter");
@ -1030,11 +1080,6 @@ void reset_level()
}
assert(player != NULL); // level initial config must have player entity
}
Entity *item = new_entity();
item->is_item = true;
item->item_kind = ITEM_WhiteSquare;
item->pos = AddV2(player->pos, V2(0.0, 30.0));
}
void audio_stream_callback(float *buffer, int num_frames, int num_channels)
@ -1946,7 +1991,7 @@ Vec2 move_and_slide(MoveSlideParams p)
Vec2 *it = &points_to_check[i];
TileCoord tilecoord_to_check = world_to_tilecoord(*it);
if(is_tile_solid(get_tile(&level_level0, tilecoord_to_check)))
if(is_tile_solid(get_tile_layer(&level_level0, 2, tilecoord_to_check)))
to_check[to_check_index++] = tile_aabb(tilecoord_to_check);
assert(to_check_index < ARRLEN(to_check));
@ -1967,6 +2012,7 @@ Vec2 move_and_slide(MoveSlideParams p)
}
CollisionInfo info = {0};
for(int col_iter_i = 0; col_iter_i < 1; col_iter_i++)
for(int i = 0; i < to_check_index; i++)
{
AABB to_depenetrate_from = to_check[i];
@ -1979,7 +2025,8 @@ Vec2 move_and_slide(MoveSlideParams p)
const float move_dist = 0.05f;
info.happened = true;
Vec2 to_player = NormV2(SubV2(aabb_center(at_new), aabb_center(to_depenetrate_from)));
Vec2 from_point = aabb_center(to_depenetrate_from);
Vec2 to_player = NormV2(SubV2(aabb_center(at_new), from_point));
Vec2 compass_dirs[4] = {
V2( 1.0, 0.0),
V2(-1.0, 0.0),
@ -2000,6 +2047,7 @@ Vec2 move_and_slide(MoveSlideParams p)
assert(closest_index != -1);
Vec2 move_dir = compass_dirs[closest_index];
info.normal = move_dir;
dbgvec(from_point, MulV2F(move_dir, 30.0f));
Vec2 move = MulV2F(move_dir, move_dist);
at_new.upper_left = AddV2(at_new.upper_left,move);
at_new.lower_right = AddV2(at_new.lower_right,move);
@ -2009,7 +2057,9 @@ Vec2 move_and_slide(MoveSlideParams p)
if(p.col_info_out) *p.col_info_out = info;
return aabb_center(at_new);
Vec2 result_pos = aabb_center(at_new);
dbgrect(centered_aabb(result_pos, collision_aabb_size));
return result_pos;
}
// returns next vertical cursor position
@ -2219,6 +2269,7 @@ void frame(void)
{
movement = NormV2(movement);
}
sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.pip);
@ -2275,7 +2326,7 @@ void frame(void)
AnimatedTile *anim = NULL;
for(int i = 0; i < sizeof(tileset.animated)/sizeof(*tileset.animated); i++)
{
if(tileset.animated[i].id_from == cur.kind-1)
if(tileset.animated[i].exists && tileset.animated[i].id_from == cur.kind-1)
{
anim = &tileset.animated[i];
}
@ -2338,7 +2389,6 @@ void frame(void)
#endif // devtools
// process entities
PROFILE_SCOPE("entity processing")
ENTITIES_ITER(entities)
{
@ -2346,7 +2396,6 @@ void frame(void)
if(it->gen_request_id != 0)
{
assert(it->gen_request_id > 0);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(0.0, 50.0)), V2(100.0,100.0)), IMG(image_thinking), WHITE});
int status = EM_ASM_INT({
return get_generation_request_status($0);
}, it->gen_request_id);
@ -2390,37 +2439,6 @@ void frame(void)
it->dead_time += dt;
}
// draw drop shadow
if(it->is_character || it->is_npc || it->is_prop)
{
//if(it->npc_kind != DEATH)
{
float shadow_size = 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(3.0f, -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}});
}
}
if(it->is_npc)
{
if(!BUFF_EMPTY(&it->sentence_to_say))
@ -2433,9 +2451,9 @@ void frame(void)
it->character_say_timer -= character_say_time;
}
}
//if(it->npc_kind == OLD_MAN && it->aggressive)
if(false)
if(it->npc_kind == NPC_OldMan)
{
/*
draw_dialog_panel(it);
Entity *targeting = player;
it->shotgun_timer += dt;
@ -2463,25 +2481,13 @@ void frame(void)
target_vel = MulV2F(target_vel, 3.0f);
it->vel = LerpV2(it->vel, 15.0f * dt, target_vel);
it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt)});
*/
}
Color col = LerpV4(WHITE, it->damage, RED);
//if(it->npc_kind == OLD_MAN)
if(false)
{
bool face_left = false;
if(it->aggressive)
{
face_left = SubV2(player->pos, it->pos).x < 0.0f;
}
draw_animated_sprite(&old_man_idle, elapsed_time, face_left, it->pos, col);
}
else if(it->npc_kind == NPC_SKELETON)
else if(it->npc_kind == NPC_Skeleton)
{
Color col = WHITE;
if(it->dead)
{
draw_animated_sprite(&skeleton_die, it->dead_time, it->facing_left, it->pos, col);
}
else
{
@ -2496,8 +2502,6 @@ void frame(void)
Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
if(it->swing_timer > 0.0)
{
// swinging sword
draw_animated_sprite(&skeleton_swing_sword, it->swing_timer, it->facing_left, it->pos, col);
it->swing_timer += dt;
if(it->swing_timer >= anim_sprite_duration(&skeleton_swing_sword))
{
@ -2516,7 +2520,8 @@ void frame(void)
else
{
// in huntin' range
if(LenV2(SubV2(player->pos, it->pos)) < 250.0f)
it->walking = LenV2(SubV2(player->pos, it->pos)) < 250.0f;
if(it->walking)
{
Entity *skele = it;
BUFF_ITER(Overlap, &overlapping_weapon)
@ -2527,12 +2532,10 @@ void frame(void)
BUFF_CLEAR(&skele->done_damage_to_this_swing);
}
}
draw_animated_sprite(&skeleton_run, elapsed_time, it->facing_left, it->pos, col);
target_vel = MulV2F(NormV2(SubV2(player->pos, it->pos)), 4.0f);
}
else
{
draw_animated_sprite(&skeleton_idle, elapsed_time, it->facing_left, it->pos, col);
}
}
it->vel = LerpV2(it->vel, dt*8.0f, target_vel);
@ -2540,7 +2543,6 @@ void frame(void)
}
else if(it->npc_kind == NPC_Death)
{
draw_animated_sprite(&death_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col);
}
#if 0
else if(it->npc_kind == DEATH)
@ -2552,30 +2554,36 @@ void frame(void)
draw_animated_sprite(&merchant_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col);
}
#endif
else if(npc_is_knight_sprite(it))
{
Color tint = WHITE;
if(it->npc_kind == NPC_Max)
else if(it->npc_kind == NPC_Max)
{
tint = colhex(0xfc8803);
}
else if(it->npc_kind == NPC_Hunter)
{
tint = colhex(0x4ac918);
}
else if(it->npc_kind == NPC_John)
{
tint = colhex(0x16c7a1);
}
else
else if(it->npc_kind == NPC_MOOSE)
{
assert(false);
}
draw_animated_sprite(&knight_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), tint);
else if(it->npc_kind == NPC_GodRock)
{
}
else if(it->npc_kind == NPC_MOOSE)
else if(it->npc_kind == NPC_Blocky)
{
draw_animated_sprite(&moose_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col);
if(it->going_to_target)
{
it->walking = true;
Vec2 towards = SubV2(it->target_goto, it->pos);
if(LenV2(towards) > 1.0f)
{
it->pos = LerpV2(it->pos, dt*5.0f, it->target_goto);
}
}
else
{
it->walking = false;
}
}
else
{
@ -2583,7 +2591,7 @@ void frame(void)
}
if(it->damage >= 1.0)
{
if(it->npc_kind == NPC_SKELETON)
if(it->npc_kind == NPC_Skeleton)
{
it->dead = true;
}
@ -2607,27 +2615,25 @@ void frame(void)
if(info.happened) it->vel = ReflectV2(it->vel, info.normal);
}
colorquad(true, quad_centered(it->pos, V2(15.0f, 15.0f)), WHITE);
//draw_quad((DrawParams){true, it->pos, IMG(image_white_square)
}
else if (it->is_bullet)
{
it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt));
dbgvec(it->pos, it->vel);
AABB normal_aabb = entity_aabb(it);
Quad drawn = quad_centered(aabb_center(normal_aabb), MulV2F(aabb_size(normal_aabb), 1.5f));
draw_quad((DrawParams){true, drawn, IMG(image_bullet), WHITE});
Overlapping over = get_overlapping(cur_level, entity_aabb(it));
Entity *from_bullet = it;
bool destroy_bullet = false;
BUFF_ITER(Overlap, &over) if(it->e != from_bullet)
{
if(!it->is_tile && !(it->e->is_bullet))
{
// knockback and damage
request_do_damage(it->e, from_bullet->pos, 0.2f);
*from_bullet = (Entity){0};
destroy_bullet = true;
}
}
if(destroy_bullet) *from_bullet = (Entity){0};
if(!has_point(level_aabb, it->pos)) *it = (Entity){0};
}
else if(it->is_character)
@ -2635,23 +2641,6 @@ void frame(void)
}
else if(it->is_prop)
{
if(it->prop_kind == TREE0)
{
Vec2 prop_size = V2(126.0f, 180.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(0.0f, 70.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(3.0f, 295.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
}
if(it->prop_kind == TREE1)
{
Vec2 prop_size = V2(102.0f, 145.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(-4.0f, 55.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(5.0f, 684.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
}
if(it->prop_kind == TREE2)
{
Vec2 prop_size = V2(128.0f, 192.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(-2.5f, 70.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(385.0f, 479.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
}
}
else
{
@ -2659,8 +2648,7 @@ void frame(void)
}
}
// process player character
PROFILE_SCOPE("process player character")
PROFILE_SCOPE("process player and render player character")
{
Vec2 character_sprite_pos = AddV2(player->pos, V2(0.0, 20.0f));
@ -2680,7 +2668,7 @@ void frame(void)
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->aggressive;
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
if(entity_talkable) entity_talkable = entity_talkable && it->e->gen_request_id == 0;
#endif
@ -2795,15 +2783,6 @@ void frame(void)
if(!player->is_rolling) player->time_not_rolling += dt;
}
Vec2 target = MulV2F(player->pos, -1.0f * cam.scale);
if(LenV2(SubV2(target, cam.pos)) <= 0.2)
{
cam.pos = target;
}
else
{
cam.pos = LerpV2(cam.pos, dt*8.0f, target);
}
Vec2 target_vel = {0};
float speed = 0.0f;
@ -2898,6 +2877,180 @@ void frame(void)
}
}
// render entities
PROFILE_SCOPE("entity rendering")
ENTITIES_ITER(entities)
{
#ifdef WEB
if(it->gen_request_id != 0)
{
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(0.0, 50.0)), V2(100.0,100.0)), IMG(image_thinking), WHITE});
}
#endif
// draw drop shadow
if(it->is_character || it->is_npc || it->is_prop)
{
//if(it->npc_kind != DEATH)
{
float shadow_size = 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);
if(it->is_npc)
{
if(it->npc_kind == NPC_OldMan)
{
bool face_left = false;
if(it->aggressive)
{
face_left = SubV2(player->pos, it->pos).x < 0.0f;
}
draw_animated_sprite(&old_man_idle, elapsed_time, face_left, it->pos, col);
}
else if(it->npc_kind == NPC_Skeleton)
{
Color col = WHITE;
if(it->dead)
{
draw_animated_sprite(&skeleton_die, it->dead_time, it->facing_left, it->pos, col);
}
else
{
if(it->swing_timer > 0.0)
{
// swinging sword
draw_animated_sprite(&skeleton_swing_sword, it->swing_timer, it->facing_left, it->pos, col);
}
else
{
if(it->walking)
{
draw_animated_sprite(&skeleton_run, elapsed_time, it->facing_left, it->pos, col);
}
else
{
draw_animated_sprite(&skeleton_idle, elapsed_time, it->facing_left, it->pos, col);
}
}
}
}
else if(it->npc_kind == NPC_Death)
{
draw_animated_sprite(&death_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col);
}
else if(it->npc_kind == NPC_GodRock)
{
Vec2 prop_size = V2(46.0f, 40.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(-0.0f, 0.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(15.0f, 219.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f});
}
else if(npc_is_knight_sprite(it))
{
Color tint = WHITE;
if(it->npc_kind == NPC_Max)
{
tint = colhex(0xfc8803);
}
else if(it->npc_kind == NPC_Hunter)
{
tint = colhex(0x4ac918);
}
else if(it->npc_kind == NPC_Blocky)
{
tint = colhex(0xa84032);
}
else if(it->npc_kind == NPC_John)
{
tint = colhex(0x16c7a1);
}
else
{
assert(false);
}
draw_animated_sprite(&knight_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), tint);
}
else if(it->npc_kind == NPC_MOOSE)
{
draw_animated_sprite(&moose_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col);
}
else
{
assert(false);
}
}
else if (it->is_item)
{
Quad drawn = quad_centered(it->pos, V2(15.0f, 15.0f));
if(it->item_kind == ITEM_Tripod)
{
draw_quad((DrawParams){true, drawn, IMG(image_tripod), WHITE});
}
else if(it->item_kind == ITEM_WhiteSquare)
{
colorquad(true, drawn, WHITE);
}
else
{
assert(false);
}
}
else if (it->is_bullet)
{
AABB normal_aabb = entity_aabb(it);
Quad drawn = quad_centered(aabb_center(normal_aabb), MulV2F(aabb_size(normal_aabb), 1.5f));
draw_quad((DrawParams){true, drawn, IMG(image_bullet), WHITE});
}
else if(it->is_character)
{
}
else if(it->is_prop)
{
if(it->prop_kind == TREE0)
{
Vec2 prop_size = V2(74.0f, 137.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(-5.0f, 45.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(2.0f, 4.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f});
}
if(it->prop_kind == TREE1)
{
Vec2 prop_size = V2(102.0f, 145.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(-4.0f, 55.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(5.0f, 684.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
}
if(it->prop_kind == TREE2)
{
Vec2 prop_size = V2(128.0f, 192.0f);
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(-2.5f, 70.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(385.0f, 479.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
}
}
else
{
assert(false);
}
}
// translucent
draw_all_translucent();
@ -2914,6 +3067,19 @@ void frame(void)
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 = 1.0f});
// update camera position
{
Vec2 target = MulV2F(player->pos, -1.0f * cam.scale);
if(LenV2(SubV2(target, cam.pos)) <= 0.2)
{
cam.pos = target;
}
else
{
cam.pos = LerpV2(cam.pos, dt*8.0f, target);
}
}
PROFILE_SCOPE("flush rendering")
{
flush_quad_batch();

@ -0,0 +1,11 @@
{
"automappingRulesFile": "",
"commands": [
],
"extensionsPath": "extensions",
"folders": [
"."
],
"propertyTypes": [
]
}

@ -0,0 +1,21 @@
{
"Map/SizeTest": {
"height": 4300,
"width": 2
},
"activeFile": "",
"expandedProjectPaths": [
],
"fileStates": {
},
"last.imagePath": "C:/Users/Cameron/Documents/rpgpt/assets/copyrighted",
"map.height": 100,
"map.lastUsedFormat": "json",
"map.width": 100,
"openFiles": [
],
"project": "main.tiled-project",
"recentFiles": [
],
"tileset.lastUsedFormat": "tsx"
}

@ -16,6 +16,10 @@ copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ru
copy "EPIC RPG World Pack - Ancient Ruins V 1.7\EPIC RPG World Pack - Ancient Ruins V 1.7\Characters\Moose\moose1-all animations-347x192.png" "assets\copyrighted\moose.png" || goto :error
copy "Undead - Pixel Art Characters\Undead - Pixel Art Characters\Sprites\Wraith_Red.png" "assets\copyrighted\wraith.png" || goto :error
copy "Undead - Pixel Art Characters\Undead - Pixel Art Characters\Sprites\Skeleton_Blue.png" "assets\copyrighted\skeleton.png" || goto :error
copy "ForgottenMemories\Props.png" "assets\copyrighted\Props.png" || goto :error
copy "ForgottenMemories\TileSet.png" "assets\copyrighted\TileSet.png" || goto :error
copy "ForgottenMemories\Trees.png" "assets\copyrighted\Trees.png" || goto :error
copy "ForgottenMemories\WaterTiles-6frames.png" "assets\copyrighted\WaterTiles-6frames.png" || goto :error
rmdir /S /q gen
mkdir gen

@ -28,7 +28,7 @@ func index(w http.ResponseWriter, req *http.Request) {
ctx := context.Background()
req := gogpt.CompletionRequest{
Model: "curie:ft-personal-2023-03-19-08-03-36",
Model: "curie:ft-personal-2023-03-24-02-22-53",
MaxTokens: 80,
Prompt: promptString,
Temperature: 0.9,

@ -1,16 +1,14 @@
Happening by END OF STREAM:
- A few characters
- Put playgpt.io in twitch title
DONE - Moar content in game
- Mobile controls
DONE - Train model, better training data
ship beta
- Make tiktok
- tell creepy story
- put link playgpt.io in description
- mention the website, and call to action (follow and subscribe to mailing list) at end
- Wonderous, curious story "What if you could say anything to somebody?"
Later:
- Drop shadow on text, or outline. Something
- Put playgpt.io in twitch title
- Portal at end, exit level
- Moose boss
- Sound
- Save every request and response (server logs, use systemd)
- Ask death to come help you fight, new action
- Perfect dodge roll just after you roll, sound effect

@ -1,4 +1,18 @@
@global_prompt "This is a conversation between a player and an NPC in a game, where the NPC performs actions by saying one of [%.*s]. The NPC doesn't say anything in stars that isn't in that list between [ and ]. The player is wearing a full suit of knight armor. The general, Death, is leading some troops on a crusade they have mixed opinions about."
@global_prompt "This is a conversation between a player and an NPC in a game, where the NPC performs actions by saying one of [%.*s]. The NPC doesn't say anything in stars that isn't in that list between [ and ]. The player is wearing a full suit of knight armor. The general, Death, is leading some troops on a crusade they have mixed opinions about. Nobody is racist."
@character OldMan:
{
name: "Fredrick the Wise",
prompt: "Fredrick, an old man, has lived around these parts for decades. He's wise in the art of life, and knows what's going on in the game: general death is in town, in the wrong, and must be stopped."
actions_str: "",
}
@character Blocky:
{
name: "Block",
prompt: "Block wants to block the player from going to the secret artifact. He has no idea how long he's been alive for, his entire existence is just standing there doing nothing. He'll let the player past if you bring him a tripod",
actions_str: "*lets player pass*",
}
@character Hunter:
{
@ -7,6 +21,13 @@
actions_str: "",
}
@character GodRock:
{
name: "God",
prompt: "God, in a rock.",
actions_str: "",
}
@character Max:
{
name: "Max the Soldier",
@ -35,6 +56,102 @@
discard_message: "The player is no longer holding the white square.",
}
@item Tripod:
{
global_prompt_message: "The player has a tripod used for holding things up. It's got an odd construction, but Block really likes it for some reason.",
possess_message: "The player is now holding the tripod",
discard_message: "The player is no longer holding the tripod.",
}
@training
{
with: OldMan,
data:
{
@player "What's up",
@npc "Young warrior! You must stop Death, there isn't much time.",
@player "Why?",
@npc "He plans to lead a crusade against the nearby village. Hundreds will die.",
@player "Sounds terrible, how do I stop him?",
@npc "You must kill him in the clearing up ahead. I don't recommend such atrocities lightly, but desperate times call for desperate measures.",
},
}
@training
{
with: Blocky,
data:
{
@player "Do you think I should use webgl1 or webgl2?",
@npc "I'm not sure what that strange technology is",
@player "What do you think of this?",
@item_possess Tripod,
@npc "*lets player pass* it is immaculate.",
},
}
@training
{
with: Blocky,
data:
{
@player "Hey",
@npc "I'm not letting you pass, before you say anything",
@player "Please! I want to see what's behind you.",
@npc "Nope.",
@player "What's there anyways?",
@npc "No idea",
@player "You never thought to look behind you?",
@npc "Nope. Just been standing here",
@player "I've got this tripod!",
@item_possess Tripod,
@npc "I love that thing. It reminds me of me. *lets player pass*",
},
}
@training
{
with: Blocky,
data:
{
@player "Hey",
@npc "What's up",
},
}
@training
{
with: Blocky,
data:
{
@player "Hey",
@npc "No passing.",
@player "Why?",
@npc "I must serve Death on his crusade, and he said no passing. All I do is stand around anyways.",
@player "Can you let me pass?",
@npc "Nope. I have orders to stop you",
@player "Will you let me pass",
@npc "Nope.",
@player "How about now?",
@item_possess Tripod,
@npc "Nerve of gacis. Holy moly. *lets player pass*",
},
}
@training
{
with: GodRock,
data:
{
@player "What are you?",
@npc "God, in a rock.",
@player "What is the meaning of life?",
@npc "Beyond your comprehension.",
@player "Give me money",
@npc "You are unworthy.",
},
}
@training
{
with: Hunter,
@ -62,7 +179,7 @@
@npc "*gives WhiteSquare*",
@player "Give me the white square",
@npc "I don't have it anymore bozo",
}
},
}
@training
@ -108,7 +225,7 @@
@player "Give me gold",
@npc "No way man. Earn your own money",
@player "Plssss",
@item_posess WhiteSquare,
@item_possess WhiteSquare,
@npc "Certainly not. And get that strange white thing away from me."
@player "U sure?",
@item_discard WhiteSquare,

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