@ -645,7 +645,10 @@ Vec2 entity_aabb_size(Entity *e)
}
else if ( e - > is_npc )
{
assert ( false ) ;
if ( e - > npc_kind = = NPC_Farmer )
{
return V2 ( 1 , 1 ) ;
}
return V2 ( 0 , 0 ) ;
}
else if ( e - > is_prop )
@ -2367,8 +2370,6 @@ void ser_entity(SerState *ser, Entity *e)
SER_BUFF ( ser , Vec2 , & e - > position_history ) ;
ser_CharacterState ( ser , & e - > state ) ;
ser_EntityRef ( ser , & e - > talking_to ) ;
ser_bool ( ser , & e - > is_rolling ) ;
ser_double ( ser , & e - > time_not_rolling ) ;
ser_AnimKind ( ser , & e - > cur_animation ) ;
ser_float ( ser , & e - > anim_change_timer ) ;
@ -2934,7 +2935,15 @@ void do_float_encoding_tests()
}
# endif
Armature armature = { 0 } ;
Armature player_armature = { 0 } ;
Armature farmer_armature = { 0 } ;
// armatureanimations are processed once every visual frame from this list
Armature * armatures [ ] = {
& player_armature ,
& farmer_armature ,
} ;
Mesh mesh_player = { 0 } ;
Mesh mesh_simple_worm = { 0 } ;
@ -2992,7 +3001,10 @@ void init(void)
mesh_player = load_mesh ( persistent_arena , binary_file , MD_S8Lit ( " ExportedWithAnims.bin " ) ) ;
binary_file = MD_LoadEntireFile ( frame_arena , MD_S8Lit ( " assets/exported_3d/ArmatureExportedWithAnims.bin " ) ) ;
armature = load_armature ( persistent_arena , binary_file , MD_S8Lit ( " ArmatureExportedWithAnims.bin " ) ) ;
player_armature = load_armature ( persistent_arena , binary_file , MD_S8Lit ( " ArmatureExportedWithAnims.bin " ) ) ;
binary_file = MD_LoadEntireFile ( frame_arena , MD_S8Lit ( " assets/exported_3d/Farmer.bin " ) ) ;
farmer_armature = load_armature ( persistent_arena , binary_file , MD_S8Lit ( " Farmer.bin " ) ) ;
@ -4075,7 +4087,7 @@ Overlapping get_overlapping(AABB aabb)
PROFILE_SCOPE ( " checking the entities " )
ENTITIES_ITER ( gs . entities )
{
if ( ! ( it - > is_character & & it - > is_rolling ) & & ! it - > is_world & & overlapping ( aabb , entity_aabb ( it ) ) )
if ( ! it - > is_world & & overlapping ( aabb , entity_aabb ( it ) ) )
{
BUFF_APPEND ( & to_return , it ) ;
}
@ -4161,11 +4173,11 @@ Vec2 move_and_slide(MoveSlideParams p)
}
// add entity boxes
if ( ! p . dont_collide_with_entities & & ! ( p . from - > is_character & & p . from - > is_rolling ) )
if ( ! p . dont_collide_with_entities )
{
ENTITIES_ITER ( gs . entities )
{
if ( ! ( it - > is_character & & it - > is_rolling ) & & it ! = p . from & & ! ( it - > is_npc & & it - > dead ) & & ! it - > is_world & & ! it - > is_item )
if ( it ! = p . from & & ! ( it - > is_npc & & it - > dead ) & & ! it - > is_world & & ! it - > is_item )
{
BUFF_APPEND ( & to_check , ( ( CollisionObj ) { aabb_centered ( it - > pos , entity_aabb_size ( it ) ) , it } ) ) ;
}
@ -4970,8 +4982,8 @@ void frame(void)
Vec3 player_pos = V3 ( gs . player - > pos . x , 0.0 , gs . player - > pos . y ) ;
//dbgline(V2(0,0), V2(500, 500));
const float vertical_to_horizontal_ratio = 0.8f ;
const float cam_distance = 35.0f ;
const float vertical_to_horizontal_ratio = CAM_VERTICAL_TO_HORIZONTAL_RATIO ;
const float cam_distance = CAM_DISTANCE ;
Vec3 away_from_player ;
{
float ratio = vertical_to_horizontal_ratio ;
@ -5008,8 +5020,9 @@ void frame(void)
// progress the animation, then blend the two animations if necessary, and finally
// output into anim_blended_poses
ARR_ITER ( Armature * , armatures )
{
Armature * cur = &armature ;
Armature * cur = *it ;
if ( cur - > go_to_animation . size > 0 )
{
@ -5099,7 +5112,12 @@ void frame(void)
Transform draw_with = entity_transform ( it ) ;
if ( it - > npc_kind = = NPC_Player )
{
draw_thing ( ( DrawnThing ) { . armature = & armature , . t = draw_with } ) ;
draw_thing ( ( DrawnThing ) { . armature = & player_armature , . t = draw_with } ) ;
}
else if ( it - > npc_kind = = NPC_Farmer )
{
farmer_armature . go_to_animation = MD_S8Lit ( " Dance " ) ;
draw_thing ( ( DrawnThing ) { . armature = & farmer_armature , . t = draw_with } ) ;
}
else
{
@ -6223,18 +6241,16 @@ void frame(void)
if ( gs . player - > state = = CHARACTER_WALKING )
{
armature. go_to_animation = MD_S8Lit ( " Running " ) ;
player_ armature. go_to_animation = MD_S8Lit ( " Running " ) ;
}
else
{
armature. go_to_animation = MD_S8Lit ( " Idle " ) ;
player_ armature. go_to_animation = MD_S8Lit ( " Idle " ) ;
}
if ( gs . player - > state = = CHARACTER_WALKING )
{
speed = PLAYER_SPEED ;
if ( gs . player - > is_rolling ) speed = PLAYER_ROLL_SPEED ;
if ( LenV2 ( movement ) = = 0.0 )
{
gs . player - > state = CHARACTER_IDLE ;