npc and bandit dressup, bits of UI added, WIP NPC interaction
This commit is contained in:
BIN
assets/heart.png
Normal file
BIN
assets/heart.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 289 B |
BIN
assets/poster.png
Normal file
BIN
assets/poster.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 14 KiB |
15
code/first.c
15
code/first.c
@@ -24,6 +24,7 @@
|
|||||||
#include "game/impl/world.c"
|
#include "game/impl/world.c"
|
||||||
#include "game/impl/npc.c"
|
#include "game/impl/npc.c"
|
||||||
#include "game/impl/bandit.c"
|
#include "game/impl/bandit.c"
|
||||||
|
#include "game/impl/outfit.c"
|
||||||
|
|
||||||
int main(int argc, char **argv)
|
int main(int argc, char **argv)
|
||||||
{
|
{
|
||||||
@@ -101,7 +102,7 @@ int main(int argc, char **argv)
|
|||||||
game->world = world;
|
game->world = world;
|
||||||
world->arena = arena;
|
world->arena = arena;
|
||||||
world->random = Random_Seed(29237489723847);
|
world->random = Random_Seed(29237489723847);
|
||||||
world->npcCount = 127;
|
world->npcCount = 12;
|
||||||
for(U32 i = 0; i < world->npcCount; i++) {
|
for(U32 i = 0; i < world->npcCount; i++) {
|
||||||
NPC *npc1 = &world->npcs[i];
|
NPC *npc1 = &world->npcs[i];
|
||||||
npc1->collision.pos.x = 0;
|
npc1->collision.pos.x = 0;
|
||||||
@@ -114,6 +115,7 @@ int main(int argc, char **argv)
|
|||||||
npc1->waitTime = 0;
|
npc1->waitTime = 0;
|
||||||
npc1->maxWaitTime = 1;
|
npc1->maxWaitTime = 1;
|
||||||
npc1->currentNavNode = 0;
|
npc1->currentNavNode = 0;
|
||||||
|
GenOutfit(&npc1->outfit,world,game);
|
||||||
}
|
}
|
||||||
|
|
||||||
Bandit *badman = &world->bandit;
|
Bandit *badman = &world->bandit;
|
||||||
@@ -127,7 +129,7 @@ int main(int argc, char **argv)
|
|||||||
badman->maxWaitTime = 2;
|
badman->maxWaitTime = 2;
|
||||||
badman->poiCount = 2;
|
badman->poiCount = 2;
|
||||||
badman->shootoutTimer = 1.5;
|
badman->shootoutTimer = 1.5;
|
||||||
badman->agroRadius = 600.0;
|
badman->agroRadius = 6.0;
|
||||||
badman->bullets = 6;
|
badman->bullets = 6;
|
||||||
badman->shootDelay = 1;
|
badman->shootDelay = 1;
|
||||||
badman->accuracyRange = 0.25;
|
badman->accuracyRange = 0.25;
|
||||||
@@ -135,6 +137,8 @@ int main(int argc, char **argv)
|
|||||||
badman->reloadTimer = 0;
|
badman->reloadTimer = 0;
|
||||||
badman->pointsOfInterest[0] = 937;
|
badman->pointsOfInterest[0] = 937;
|
||||||
badman->pointsOfInterest[1] = 12;
|
badman->pointsOfInterest[1] = 12;
|
||||||
|
badman->outfitChoices = GenOutfit(&badman->outfit, world, game);
|
||||||
|
badman->currentArea = WORLD_AREA_OUTSIDE;
|
||||||
|
|
||||||
world->npcPOI[0] = 100;
|
world->npcPOI[0] = 100;
|
||||||
|
|
||||||
@@ -247,6 +251,7 @@ int main(int argc, char **argv)
|
|||||||
Player *player = &game->world->player;
|
Player *player = &game->world->player;
|
||||||
switch (e.key.key) {
|
switch (e.key.key) {
|
||||||
case SDLK_R: { PlayerInit(game, player); } break;
|
case SDLK_R: { PlayerInit(game, player); } break;
|
||||||
|
case SDLK_F: {game->world->showPoster=!game->world->showPoster;}break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -420,6 +425,12 @@ int main(int argc, char **argv)
|
|||||||
D_Begin(&game->draw, frame, D_MAX_RECTS);
|
D_Begin(&game->draw, frame, D_MAX_RECTS);
|
||||||
|
|
||||||
RenderWorld(game->world, &game->draw);
|
RenderWorld(game->world, &game->draw);
|
||||||
|
if(game->world->showPoster){
|
||||||
|
D_Rect(&game->draw, G_CameraBounds(&game->camera).min.x+4.8, G_CameraBounds(&game->camera).min.y+6.4, .texture=D_ImageHandle(&game->draw, S("poster")), .scale=12.0);
|
||||||
|
}
|
||||||
|
for(int i = 0; i < game->world->player.health; i++){
|
||||||
|
D_Rect(&game->draw, (G_CameraBounds(&game->camera).max.x-3)+i, G_CameraBounds(&game->camera).min.y+1.0, .texture=D_ImageHandle(&game->draw, S("heart")), .scale=1.0);
|
||||||
|
}
|
||||||
|
|
||||||
//D_Text(&game->draw, game->draw.fonts, S("Small Test"), 0, 0);
|
//D_Text(&game->draw, game->draw.fonts, S("Small Test"), 0, 0);
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#if !defined(LD_GAME_BANDIT_H_)
|
#if !defined(LD_GAME_BANDIT_H_)
|
||||||
#define LD_GAME_BANDIT_H_
|
#define LD_GAME_BANDIT_H_
|
||||||
|
#include "outfit.h"
|
||||||
|
|
||||||
typedef enum BANDIT_ACTION BANDIT_ACTION;
|
typedef enum BANDIT_ACTION BANDIT_ACTION;
|
||||||
enum BANDIT_ACTION
|
enum BANDIT_ACTION
|
||||||
@@ -62,8 +63,12 @@ struct Bandit {
|
|||||||
F32 accuracyRange;
|
F32 accuracyRange;
|
||||||
// A the circle around the bandit where they will trigger the quicktime reaction scene
|
// A the circle around the bandit where they will trigger the quicktime reaction scene
|
||||||
F32 agroRadius;
|
F32 agroRadius;
|
||||||
|
// What the bandit is wearing
|
||||||
|
G_Outfit outfit;
|
||||||
|
// What the bandit's outfit id's are
|
||||||
|
U32 *outfitChoices;
|
||||||
};
|
};
|
||||||
|
|
||||||
function V2f shootTowards(Bandit* bandit, V2f target, Random* r);
|
function V2f ShootTowards(Bandit* bandit, V2f target, Random* r);
|
||||||
|
function void BanditDraw(D_Context *draw, Bandit *bandit);
|
||||||
#endif // LD_GAME_BANDIT_H_
|
#endif // LD_GAME_BANDIT_H_
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
#include "game/world.h"
|
#include "game/world.h"
|
||||||
#include "game/bandit.h"
|
#include "game/bandit.h"
|
||||||
|
|
||||||
V2f shootTowards(Bandit *bandit, V2f target, Random* r)
|
V2f ShootTowards(Bandit *bandit, V2f target, Random* r)
|
||||||
{
|
{
|
||||||
V2f shooterV2 = bandit->collision.pos;
|
V2f shooterV2 = bandit->collision.pos;
|
||||||
F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
|
F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
|
||||||
@@ -71,17 +71,17 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
|
|||||||
bandit->reloadTimer -= delta;
|
bandit->reloadTimer -= delta;
|
||||||
if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
|
if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
|
||||||
{
|
{
|
||||||
printf("shoot at player\n");
|
printf("\nshoot at player");
|
||||||
bandit->bullets--;
|
bandit->bullets--;
|
||||||
bandit->shootCooldownTimer = bandit->shootDelay;
|
bandit->shootCooldownTimer = bandit->shootDelay;
|
||||||
V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random);
|
V2f banditShot = ShootTowards(bandit, world->player.collision.pos, &world->random);
|
||||||
if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
|
if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
|
||||||
// gets shot lmao
|
// gets shot lmao
|
||||||
printf("hit\n");
|
printf("\nhit");
|
||||||
world->player.health--;
|
world->player.health--;
|
||||||
}
|
}
|
||||||
if(bandit->bullets == 0){
|
if(bandit->bullets == 0){
|
||||||
printf("enemy reload\n");
|
printf("\nenemy reload");
|
||||||
bandit->bullets = 6;
|
bandit->bullets = 6;
|
||||||
bandit->reloadTimer = bandit->reloadTime;
|
bandit->reloadTimer = bandit->reloadTime;
|
||||||
}
|
}
|
||||||
@@ -90,3 +90,23 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
|
|||||||
// TODO Running away
|
// TODO Running away
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void BanditDraw(D_Context *draw, Bandit *bandit)
|
||||||
|
{
|
||||||
|
G_Outfit *outfit = &bandit->outfit;
|
||||||
|
|
||||||
|
R2f pframe = D_AnimationFrame(&outfit->state);
|
||||||
|
|
||||||
|
for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it)
|
||||||
|
{
|
||||||
|
U32 flipped = (outfit->dir & G_OUTFIT_DIR_FLIPPED) != 0;
|
||||||
|
U32 dir = (outfit->dir & ~G_OUTFIT_DIR_FLIPPED);
|
||||||
|
|
||||||
|
U32 tid = outfit->e[dir].e[it];
|
||||||
|
if (tid != 0)
|
||||||
|
{
|
||||||
|
U32 flags = D_RECT_UV_ASPECT | (flipped ? D_RECT_FLIP_X : 0);
|
||||||
|
D_Rect(draw, bandit->collision.pos.x, bandit->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -46,3 +46,23 @@ void UpdateNPC(F32 delta, NPC *npc, World *world) {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void NPCDraw(D_Context *draw, NPC *npc)
|
||||||
|
{
|
||||||
|
G_Outfit *outfit = &npc->outfit;
|
||||||
|
|
||||||
|
R2f pframe = D_AnimationFrame(&outfit->state);
|
||||||
|
|
||||||
|
for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it)
|
||||||
|
{
|
||||||
|
U32 flipped = (outfit->dir & G_OUTFIT_DIR_FLIPPED) != 0;
|
||||||
|
U32 dir = (outfit->dir & ~G_OUTFIT_DIR_FLIPPED);
|
||||||
|
|
||||||
|
U32 tid = outfit->e[dir].e[it];
|
||||||
|
if (tid != 0)
|
||||||
|
{
|
||||||
|
U32 flags = D_RECT_UV_ASPECT | (flipped ? D_RECT_FLIP_X : 0);
|
||||||
|
D_Rect(draw, npc->collision.pos.x, npc->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
31
code/game/impl/outfit.c
Normal file
31
code/game/impl/outfit.c
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
|
||||||
|
|
||||||
|
U32* GenOutfit(G_Outfit *o, World *world, G_State *game)
|
||||||
|
{
|
||||||
|
U32 *outfitChoices = M_ArenaPush(world->arena, U32, .count = 8);
|
||||||
|
G_Outfit *outfit = o;
|
||||||
|
|
||||||
|
D_AnimationInit(&outfit->state, 0, 1, 4, 1.0f / 6.0f);
|
||||||
|
|
||||||
|
M_TempScope(0, 0)
|
||||||
|
{
|
||||||
|
for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it)
|
||||||
|
{
|
||||||
|
U32 idx = Random_Next(&world->random) % __outfit_counts[it];
|
||||||
|
|
||||||
|
// We just allow face, hair and hat to default to 0 meaning the player doesn't have one
|
||||||
|
if (idx != 0 || it < 2 || it > 4)
|
||||||
|
{
|
||||||
|
outfit->front.e[it] = OUTFIT_IMG(front, idx);
|
||||||
|
outfit->side.e[it] = OUTFIT_IMG(side, idx);
|
||||||
|
|
||||||
|
if ((idx + 1) <= __outfit_counts[it])
|
||||||
|
{
|
||||||
|
outfit->back.e[it] = OUTFIT_IMG(back, idx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
outfitChoices[it] = idx;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return outfitChoices;
|
||||||
|
}
|
||||||
@@ -2,47 +2,9 @@
|
|||||||
#include <SDL3/SDL_events.h>
|
#include <SDL3/SDL_events.h>
|
||||||
#include <SDL3/SDL_keycode.h>
|
#include <SDL3/SDL_keycode.h>
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
#include "outfit.h"
|
||||||
|
#include <npc.h>
|
||||||
|
|
||||||
// @Todo: move/extern these so the npc/bandit can use them
|
|
||||||
//
|
|
||||||
#define G_OUTFIT_COMPONENT_COUNT 8
|
|
||||||
|
|
||||||
global_var Str8 __outfit_names[] = {
|
|
||||||
Sl("npc_%s_base_%d"),
|
|
||||||
Sl("npc_%s_eyes_%d"),
|
|
||||||
Sl("npc_%s_face_%d"),
|
|
||||||
Sl("npc_%s_hair_%d"),
|
|
||||||
Sl("npc_%s_hat_%d"),
|
|
||||||
Sl("npc_%s_shirt_%d"),
|
|
||||||
Sl("npc_%s_shoes_%d"),
|
|
||||||
Sl("npc_%s_trousers_%d")
|
|
||||||
};
|
|
||||||
|
|
||||||
global_var U32 __outfit_counts[] = {
|
|
||||||
2, // base
|
|
||||||
3, // eyes
|
|
||||||
5, // face
|
|
||||||
4, // hair
|
|
||||||
3, // hat
|
|
||||||
2, // shirt
|
|
||||||
1, // shoes
|
|
||||||
2 // trousers
|
|
||||||
};
|
|
||||||
|
|
||||||
global_var U32 __outfit_back_counts[] = {
|
|
||||||
2, // base
|
|
||||||
0, // eyes
|
|
||||||
3, // face
|
|
||||||
4, // hair
|
|
||||||
3, // hat
|
|
||||||
2, // shirt
|
|
||||||
1, // shoes
|
|
||||||
2 // trousers
|
|
||||||
};
|
|
||||||
|
|
||||||
StaticAssert(ArraySize(__outfit_names) == ArraySize(__outfit_counts));
|
|
||||||
|
|
||||||
#define OUTFIT_IMG(dir, n) D_ImageHandle(&game->draw, Sf(temp.arena, (const char *) __outfit_names[it].data, #dir, n))
|
|
||||||
|
|
||||||
void PlayerInit(G_State *game, Player *player) {
|
void PlayerInit(G_State *game, Player *player) {
|
||||||
World *world = game->world;
|
World *world = game->world;
|
||||||
@@ -105,6 +67,16 @@ void PlayerInput(SDL_Event *event, Player *player)
|
|||||||
player->controls.downDown = val;
|
player->controls.downDown = val;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
case SDLK_E:
|
||||||
|
{
|
||||||
|
for(int i = 0; player->world->npmCount; i++){
|
||||||
|
NPC *npc = player->world->npcs[i];
|
||||||
|
if(AABB_Circle(npc->interationRadius, npc->collision.pos, player->collision) && !npc->infoGiven){
|
||||||
|
npc->infoGiven=true;
|
||||||
|
player->knownDetails[player->detailCount] = player->world->bandit->outfitChoices[player->detailCount];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (
|
if (
|
||||||
|
|||||||
@@ -67,15 +67,11 @@ void RenderWorld(World *world, D_Context *draw) {
|
|||||||
for(U32 i = 0; i < world->npcCount; i++) {
|
for(U32 i = 0; i < world->npcCount; i++) {
|
||||||
NPC npc = world->npcs[i];
|
NPC npc = world->npcs[i];
|
||||||
if(npc.currentArea == world->player.currentArea) {
|
if(npc.currentArea == world->player.currentArea) {
|
||||||
V2f drawPos = AABB_Centre(npc.collision);
|
NPCDraw(draw, &world->npcs[i]);
|
||||||
D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(world->bandit.currentArea == world->player.currentArea) {
|
|
||||||
V2f drawPos = AABB_Centre(world->bandit.collision);
|
|
||||||
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
BanditDraw(draw, &world->bandit);
|
||||||
PlayerDraw(draw, &world->player);
|
PlayerDraw(draw, &world->player);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -46,10 +46,15 @@ struct NPC {
|
|||||||
U32 targetNavNode;
|
U32 targetNavNode;
|
||||||
// How long the npc has been walking to the next index
|
// How long the npc has been walking to the next index
|
||||||
F32 walkTimer;
|
F32 walkTimer;
|
||||||
|
// Space within you can interact with the NPC.
|
||||||
|
F32 interationRadius;
|
||||||
//// Knowledge
|
//// Knowledge
|
||||||
// What the NPC knows about the bandit.
|
// What the NPC knows about the bandit.
|
||||||
NPC_LOOK banditKnowledge;
|
NPC_LOOK banditKnowledge;
|
||||||
|
// NPC clothes
|
||||||
|
G_Outfit outfit;
|
||||||
|
// if the NPC has given info
|
||||||
|
bool infoGiven;
|
||||||
};
|
};
|
||||||
|
function void NPCDraw(D_Context *draw, NPC *npc);
|
||||||
#endif // LD_GAME_NPC_H_
|
#endif // LD_GAME_NPC_H_
|
||||||
|
|||||||
45
code/game/outfit.h
Normal file
45
code/game/outfit.h
Normal file
@@ -0,0 +1,45 @@
|
|||||||
|
|
||||||
|
#if !defined(LD_GAME_OUTFIT_H)
|
||||||
|
#define LD_GAME_OUTFIT_H
|
||||||
|
|
||||||
|
#define G_OUTFIT_COMPONENT_COUNT 8
|
||||||
|
|
||||||
|
global_var Str8 __outfit_names[] = {
|
||||||
|
Sl("npc_%s_base_%d"),
|
||||||
|
Sl("npc_%s_eyes_%d"),
|
||||||
|
Sl("npc_%s_face_%d"),
|
||||||
|
Sl("npc_%s_hair_%d"),
|
||||||
|
Sl("npc_%s_hat_%d"),
|
||||||
|
Sl("npc_%s_shirt_%d"),
|
||||||
|
Sl("npc_%s_shoes_%d"),
|
||||||
|
Sl("npc_%s_trousers_%d")};
|
||||||
|
|
||||||
|
global_var U32 __outfit_counts[] = {
|
||||||
|
2, // base
|
||||||
|
3, // eyes
|
||||||
|
5, // face
|
||||||
|
4, // hair
|
||||||
|
3, // hat
|
||||||
|
2, // shirt
|
||||||
|
1, // shoes
|
||||||
|
2 // trousers
|
||||||
|
};
|
||||||
|
|
||||||
|
global_var U32 __outfit_back_counts[] = {
|
||||||
|
2, // base
|
||||||
|
0, // eyes
|
||||||
|
3, // face
|
||||||
|
4, // hair
|
||||||
|
3, // hat
|
||||||
|
2, // shirt
|
||||||
|
1, // shoes
|
||||||
|
2 // trousers
|
||||||
|
};
|
||||||
|
|
||||||
|
StaticAssert(ArraySize(__outfit_names) == ArraySize(__outfit_counts));
|
||||||
|
|
||||||
|
#define OUTFIT_IMG(dir, n) D_ImageHandle(&game->draw, Sf(temp.arena, (const char *)__outfit_names[it].data, #dir, n))
|
||||||
|
|
||||||
|
function U32* GenOutfit(G_Outfit *o, World *world, G_State *game);
|
||||||
|
|
||||||
|
#endif // LD_GAME_OUTFIT_H
|
||||||
@@ -34,6 +34,9 @@ struct Player
|
|||||||
|
|
||||||
U32 health;
|
U32 health;
|
||||||
F32 reloadTimer;
|
F32 reloadTimer;
|
||||||
|
|
||||||
|
U32 *knownDetails;
|
||||||
|
U32 detailCount;
|
||||||
};
|
};
|
||||||
|
|
||||||
function void PlayerInit(G_State *game, Player *player);
|
function void PlayerInit(G_State *game, Player *player);
|
||||||
|
|||||||
@@ -67,7 +67,7 @@ struct World {
|
|||||||
World_Hitbox *hitboxes;
|
World_Hitbox *hitboxes;
|
||||||
World_Portal *portals;
|
World_Portal *portals;
|
||||||
U32 *map;
|
U32 *map;
|
||||||
|
bool showPoster;
|
||||||
U32 propCount;
|
U32 propCount;
|
||||||
U32 portalCount;
|
U32 portalCount;
|
||||||
U32 hitboxCount;
|
U32 hitboxCount;
|
||||||
|
|||||||
Reference in New Issue
Block a user