feat: People go walkies
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@@ -13,7 +13,7 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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npc->mode = NPC_ACTION_WALKING;
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// TODO change targets to poi's rather than just random nodes
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npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
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printf("Starting to nav path\n");
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printf("Starting to nav path from %d to %d\n", npc->currentNavNode, npc->targetNavNode);
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npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
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printf("done\n");
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npc->walkTimer = 0;
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@@ -29,14 +29,15 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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npc->mode = NPC_ACTION_WAITING;
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npc->maxWaitTime = Random_F32(&world->random, 10, 40);
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npc->waitTime = 0;
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npc->currentNavNode = npc->targetNavNode;
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npc->pathIndex = 0;
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return;
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}
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npc->pathIndex+=1;
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npc->currentNavNode = npc->path.indexes[npc->pathIndex];
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npc->pathIndex+=1;
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}
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NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
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NavNode tNav = world->navMesh->nodes[npc->pathIndex];
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NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
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npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
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npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
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break;
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