Bullet deflection with sword, combat improve

main
Cameron Murphy Reikes 2 years ago
parent 974739dc18
commit e600723a95

@ -50,6 +50,10 @@
{ {
filepath: "white square.png", filepath: "white square.png",
} }
@image bullet:
{
filepath: "bullet.png",
}
@image shift_icon: @image shift_icon:
{ {
filepath: "shift_icon.png", filepath: "shift_icon.png",

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@ -348,8 +348,8 @@
"rotation":0, "rotation":0,
"visible":true, "visible":true,
"width":32, "width":32,
"x":1724.33333333333, "x":958.999999999997,
"y":1042.66666666667 "y":913.333333333337
}, },
{ {
"class":"", "class":"",

133
main.c

@ -46,6 +46,12 @@ Vec2 RotateV2(Vec2 v, float theta)
); );
} }
Vec2 ReflectV2(Vec2 v, Vec2 normal)
{
assert(fabsf(LenV2(normal) - 1.0f) < 0.01f); // must be normalized
return SubV2(v, MulV2F(normal, 2.0f * DotV2(v, normal)));
}
typedef struct AABB typedef struct AABB
{ {
Vec2 upper_left; Vec2 upper_left;
@ -179,6 +185,7 @@ typedef struct Entity
bool is_character; bool is_character;
CharacterState state; CharacterState state;
struct Entity *talking_to; // Maybe should be generational index, but I dunno. No death yet struct Entity *talking_to; // Maybe should be generational index, but I dunno. No death yet
BUFF(struct Entity*, 8) done_damage_to_this_swing; // only do damage once, but hitbox stays around
bool is_rolling; // can only roll in idle or walk states bool is_rolling; // can only roll in idle or walk states
float speed; // for lerping to the speed, so that roll gives speed boost which fades float speed; // for lerping to the speed, so that roll gives speed boost which fades
double time_not_rolling; // for cooldown for roll, so you can't just hold it and be invincible double time_not_rolling; // for cooldown for roll, so you can't just hold it and be invincible
@ -300,18 +307,6 @@ void add_new_npc_sentence(Entity *npc, char *sentence)
npc->sentence_to_say = new_sentence; npc->sentence_to_say = new_sentence;
} }
// from_point is for knockback
void request_do_damage(Entity *to, Vec2 from_point, float damage)
{
if(to == NULL) return;
if(to->npc_kind != DEATH)
{
to->damage += damage;
to->aggressive = true;
to->vel = MulV2F(NormV2(SubV2(to->pos, from_point)), 5.0f);
}
}
#include "prompts.gen.h" #include "prompts.gen.h"
void begin_text_input(); // called when player engages in dialog, must say something and fill text_input_buffer void begin_text_input(); // called when player engages in dialog, must say something and fill text_input_buffer
@ -1349,13 +1344,19 @@ void dbgline(Vec2 from, Vec2 to)
{ {
#ifdef DEVTOOLS #ifdef DEVTOOLS
if(!show_devtools) return; if(!show_devtools) return;
line(from, to, 2.0f, RED); line(from, to, 0.5f, RED);
#else #else
(void)from; (void)from;
(void)to; (void)to;
#endif #endif
} }
void dbgvec(Vec2 from, Vec2 vec)
{
Vec2 to = AddV2(from, vec);
dbgline(from, to);
}
// in world space // in world space
void dbgrect(AABB rect) void dbgrect(AABB rect)
{ {
@ -1373,6 +1374,29 @@ void dbgrect(AABB rect)
#endif #endif
} }
// from_point is for knockback
void request_do_damage(Entity *to, Vec2 from_point, float damage)
{
if(to == NULL) return;
if(to->is_bullet)
{
Vec2 norm = NormV2(SubV2(to->pos, from_point));
dbgvec(from_point, norm);
to->vel = ReflectV2(to->vel, norm);
dbgprint("deflecitng\n");
}
else if(to->npc_kind != DEATH)
{
to->damage += damage;
to->aggressive = true;
to->vel = MulV2F(NormV2(SubV2(to->pos, from_point)), 15.0f);
}
else
{
Log("Can't do damage to npc...\n");
}
}
typedef struct TextParams typedef struct TextParams
{ {
@ -1632,8 +1656,6 @@ float draw_wrapped_text(bool dry_run, Vec2 at_point, float max_width, char *text
void draw_dialog_panel(Entity *talking_to) void draw_dialog_panel(Entity *talking_to)
{ {
// talking to them feedback
draw_quad((DrawParams){true, quad_centered(talking_to->pos, V2(TILE_SIZE, TILE_SIZE)), image_dialog_circle, full_region(image_dialog_circle), WHITE});
float panel_width = 250.0f; float panel_width = 250.0f;
float panel_height = 150.0f; float panel_height = 150.0f;
float panel_vert_offset = 30.0f; float panel_vert_offset = 30.0f;
@ -1960,15 +1982,16 @@ void frame(void)
it->shotgun_timer = 0.0f; it->shotgun_timer = 0.0f;
const float spread = (float)PI/4.0f; const float spread = (float)PI/4.0f;
// shoot shotgun // shoot shotgun
for(int i = 0; i < 3; i++) int num_bullets = 5;
for(int i = 0; i < num_bullets; i++)
{ {
Vec2 dir = to_player; Vec2 dir = to_player;
float theta = Lerp(-spread/2.0f, ((float)i / 2.0f), spread/2.0f); float theta = Lerp(-spread/2.0f, ((float)i / (float)(num_bullets - 1)), spread/2.0f);
dir = RotateV2(dir, theta); dir = RotateV2(dir, theta);
Entity *new_bullet = new_entity(); Entity *new_bullet = new_entity();
new_bullet->is_bullet = true; new_bullet->is_bullet = true;
new_bullet->pos = AddV2(it->pos, MulV2F(dir, 20.0f)); new_bullet->pos = AddV2(it->pos, MulV2F(dir, 20.0f));
new_bullet->vel = MulV2F(dir, 10.0f); new_bullet->vel = MulV2F(dir, 15.0f);
it->vel = AddV2(it->vel, MulV2F(dir, -3.0f)); it->vel = AddV2(it->vel, MulV2F(dir, -3.0f));
} }
} }
@ -2000,12 +2023,15 @@ void frame(void)
else if (it->is_bullet) else if (it->is_bullet)
{ {
it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt)); it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt));
draw_quad((DrawParams){true, quad_aabb(entity_aabb(it)), image_white_square, full_region(image_white_square), WHITE}); 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)); Overlapping over = get_overlapping(cur_level, entity_aabb(it));
Entity *from_bullet = it; Entity *from_bullet = it;
BUFF_ITER(Overlap, &over) if(it->e != from_bullet) BUFF_ITER(Overlap, &over) if(it->e != from_bullet)
{ {
if(!it->is_tile && !(it->e->npc_kind == DEATH)) if(!it->is_tile && !(it->e->npc_kind == DEATH) && !(it->e->is_bullet))
{ {
// knockback and damage // knockback and damage
request_do_damage(it->e, from_bullet->pos, 0.2f); request_do_damage(it->e, from_bullet->pos, 0.2f);
@ -2069,6 +2095,8 @@ void frame(void)
// if somebody, show their dialog panel // if somebody, show their dialog panel
if(talking_to) if(talking_to)
{ {
// talking to them feedback
draw_quad((DrawParams){true, quad_centered(talking_to->pos, V2(TILE_SIZE, TILE_SIZE)), image_dialog_circle, full_region(image_dialog_circle), WHITE});
draw_dialog_panel(talking_to); draw_dialog_panel(talking_to);
} }
@ -2105,32 +2133,8 @@ void frame(void)
if(attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING)) if(attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
{ {
player->state = CHARACTER_ATTACK; player->state = CHARACTER_ATTACK;
BUFF_CLEAR(&player->done_damage_to_this_swing);
player->swing_progress = 0.0; player->swing_progress = 0.0;
AABB weapon_aabb = {0};
if(player->facing_left)
{
weapon_aabb = (AABB){
.upper_left = AddV2(player->pos, V2(-40.0, 25.0)),
.lower_right = AddV2(player->pos, V2(0.0, -25.0)),
};
}
else
{
weapon_aabb = (AABB){
.upper_left = AddV2(player->pos, V2(0.0, 25.0)),
.lower_right = AddV2(player->pos, V2(40.0, -25.0)),
};
}
dbgrect(weapon_aabb);
Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
BUFF_ITER(Overlap, &overlapping_weapon)
{
if(!it->is_tile && it->e != player)
{
request_do_damage(it->e, player->pos, 0.2f);
}
}
} }
@ -2199,6 +2203,45 @@ void frame(void)
} }
else if(player->state == CHARACTER_ATTACK) else if(player->state == CHARACTER_ATTACK)
{ {
AABB weapon_aabb = {0};
if(player->facing_left)
{
weapon_aabb = (AABB){
.upper_left = AddV2(player->pos, V2(-40.0, 25.0)),
.lower_right = AddV2(player->pos, V2(0.0, -25.0)),
};
}
else
{
weapon_aabb = (AABB){
.upper_left = AddV2(player->pos, V2(0.0, 25.0)),
.lower_right = AddV2(player->pos, V2(40.0, -25.0)),
};
}
dbgrect(weapon_aabb);
Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
BUFF_ITER(Overlap, &overlapping_weapon)
{
if(!it->is_tile && it->e != player)
{
bool done_damage = false;
Entity *looking_for = it->e;
BUFF_ITER(Entity*, &player->done_damage_to_this_swing)
{
if(*it == looking_for) done_damage = true;
}
if(!done_damage)
{
if(!BUFF_HAS_SPACE(&player->done_damage_to_this_swing))
{
BUFF_REMOVE_FRONT(&player->done_damage_to_this_swing);
Log("Too many things to do damage to...\n");
}
BUFF_APPEND(&player->done_damage_to_this_swing, looking_for);
request_do_damage(it->e, player->pos, 0.2f);
}
}
}
player->swing_progress += dt; player->swing_progress += dt;
draw_animated_sprite(&knight_attack, player->swing_progress, player->facing_left, character_sprite_pos, WHITE); draw_animated_sprite(&knight_attack, player->swing_progress, player->facing_left, character_sprite_pos, WHITE);

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