Merge remote-tracking branch 'origin'
This commit is contained in:
@@ -14,5 +14,6 @@ function bool AABB_Collide(AABB a, AABB b);
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function bool AABB_Point(AABB a, V2f v);
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function bool AABB_Slab(V2f origin, V2f point, AABB a);
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function V2f AABB_Centre(AABB a);
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function bool AABB_Circle(F32 rad, V2f radOrigin, AABB a);
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#endif // LD_GAME_AABB_H_
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@@ -2,11 +2,13 @@
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#define LD_GAME_BANDIT_H_
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typedef enum BANDIT_ACTION BANDIT_ACTION;
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enum BANDIT_ACTION {
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enum BANDIT_ACTION
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{
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BANDIT_WAITING,
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BANDIT_WALKING,
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BANDIT_RUNNING,
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BANDIT_SHOOTING,
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BANDIT_SHOOTOUT,
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};
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typedef struct Bandit Bandit;
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@@ -50,12 +52,18 @@ struct Bandit {
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F32 shootDelay;
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// After each shot this is set to shootDelay;
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F32 shootCooldownTimer;
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// Countdown to shootout
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F32 shootoutTimer;
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// How long it takes them to reload.
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F32 reloadTime;
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// When gun is empty this is set to reloadTime.
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F32 reloadTimer;
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// Accuracy, their shots can vary between this angle either side (rads)
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F32 accuracyRange;
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// A the circle around the bandit where they will trigger the quicktime reaction scene
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F32 agroRadius;
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};
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function V2f shootTowards(Bandit* bandit, V2f target, Random* r);
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#endif // LD_GAME_BANDIT_H_
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@@ -1,6 +1,7 @@
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#if !defined(LD_GAME_CORE_H_)
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#define LD_GAME_CORE_H_
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#include "world.h"
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typedef struct World World;
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typedef struct G_Camera G_Camera;
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struct G_Camera {
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@@ -44,6 +45,48 @@ struct G_State {
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World *world;
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};
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typedef U32 G_OutfitDirection;
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enum {
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G_OUTFIT_DIR_FRONT = 0,
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G_OUTFIT_DIR_SIDE,
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G_OUTFIT_DIR_BACK,
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G_OUTFIT_DIR_FLIPPED = (1 << 16)
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};
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typedef union G_OutfitSet G_OutfitSet;
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union G_OutfitSet {
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struct {
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U32 base;
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U32 eyes;
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U32 face;
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U32 hair;
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U32 hat;
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U32 shirt;
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U32 shoes;
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U32 trousers;
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};
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U32 e[8];
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};
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typedef struct G_Outfit G_Outfit;
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struct G_Outfit {
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D_Animation state; // .id in here isn't used for drawing
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G_OutfitDirection dir;
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union {
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struct {
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G_OutfitSet front;
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G_OutfitSet side;
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G_OutfitSet back;
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};
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G_OutfitSet e[3];
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};
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};
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function void G_ImagesLoad(G_State *game);
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function void G_PipelinesLoad(G_State *game);
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function void G_AudioLoad(G_State *game);
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@@ -56,6 +99,7 @@ function V3f G_CameraUnproject(G_Camera *camera, V2f clip);
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function R3f G_CameraBounds(G_Camera *camera);
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#include "world.h"
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#include "aabb.h"
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#include "player.h"
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#include "nav.h"
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@@ -38,3 +38,11 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
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V2f AABB_Centre(AABB a) {
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return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
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}
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bool AABB_Circle(F32 rad, V2f radOrigin, AABB a)
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{
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V2f aCentre = AABB_Centre(a);
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F32 xSq = (Abs(aCentre.x) - Abs(radOrigin.x)) * (Abs(aCentre.x) - Abs(radOrigin.x));
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F32 ySq = (Abs(aCentre.y) - Abs(radOrigin.y)) * (Abs(aCentre.y) - Abs(radOrigin.y));
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return SDL_sqrt(xSq + ySq) < rad;
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}
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@@ -1,13 +1,27 @@
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#include "game/world.h"
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#include "game/bandit.h"
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V2f shootTowards(Bandit *bandit, V2f target, Random* r)
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{
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V2f shooterV2 = bandit->collision.pos;
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F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
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F32 randY = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
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return V2F(shooterV2.x + (target.x - shooterV2.x) * (1 + randX), shooterV2.x + (target.y - shooterV2.y) * (1 + randY));
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}
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void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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if (
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world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
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world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
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{
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printf("You shot the bandit %*.s\n", Sv(bandit->name));
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bandit->health--;
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}
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if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT))
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{
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printf("begin shootout");
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// shootout time o.o
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bandit->mode = BANDIT_SHOOTOUT;
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}
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switch (bandit->mode) {
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case BANDIT_WAITING:
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bandit->waitTime+=delta;
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@@ -41,7 +55,33 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED;
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bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
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break;
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// TODO Shooting
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case BANDIT_SHOOTOUT:
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bandit->shootoutTimer-=delta;
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if(bandit->shootoutTimer < 0){
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bandit->mode=BANDIT_SHOOTING;
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}
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break;
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case BANDIT_SHOOTING:
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bandit->shootCooldownTimer -= delta;
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bandit->reloadTimer -= delta;
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if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
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{
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printf("shoot at player");
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bandit->bullets--;
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bandit->shootCooldownTimer = bandit->shootDelay;
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V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random);
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if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
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// gets shot lmao
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printf("hit");
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world->player.health--;
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}
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if(bandit->bullets == 0){
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printf("enemy reload");
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bandit->bullets = 6;
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bandit->reloadTimer = bandit->reloadTime;
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}
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}
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break;
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// TODO Running away
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}
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}
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@@ -3,6 +3,80 @@
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#include <SDL3/SDL_keycode.h>
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#include <stdio.h>
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// @Todo: move/extern these so the npc/bandit can use them
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//
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#define G_OUTFIT_COMPONENT_COUNT 8
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global_var Str8 __outfit_names[] = {
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Sl("npc_%s_base_%d"),
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Sl("npc_%s_eyes_%d"),
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Sl("npc_%s_face_%d"),
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Sl("npc_%s_hair_%d"),
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Sl("npc_%s_hat_%d"),
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Sl("npc_%s_shirt_%d"),
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Sl("npc_%s_shoes_%d"),
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Sl("npc_%s_trousers_%d")
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};
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global_var U32 __outfit_counts[] = {
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2, // base
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3, // eyes
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5, // face
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4, // hair
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3, // hat
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2, // shirt
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1, // shoes
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2 // trousers
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};
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global_var U32 __outfit_back_counts[] = {
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2, // base
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0, // eyes
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3, // face
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4, // hair
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3, // hat
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2, // shirt
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1, // shoes
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2 // trousers
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};
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StaticAssert(ArraySize(__outfit_names) == ArraySize(__outfit_counts));
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#define OUTFIT_IMG(dir, n) D_ImageHandle(&game->draw, Sf(temp.arena, (const char *) __outfit_names[it].data, #dir, n))
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void PlayerInit(G_State *game, Player *player) {
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World *world = game->world;
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player->world = world;
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player->bulletsLoaded = PLAYER_BULLET_COUNT;
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player->currentArea = WORLD_AREA_OUTSIDE;
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player->health = 3;
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player->collision.size.x = 1;
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player->collision.size.x = 2;
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G_Outfit *outfit = &player->outfit;
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D_AnimationInit(&outfit->state, 0, 1, 4, 1.0f / 6.0f);
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M_TempScope(0, 0) {
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for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it) {
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U32 idx = Random_Next(&world->random) % __outfit_counts[it];
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// We just allow face, hair and hat to default to 0 meaning the player doesn't have one
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if (idx != 0 || it < 2 || it > 4) {
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outfit->front.e[it] = OUTFIT_IMG(front, idx);
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outfit->side.e[it] = OUTFIT_IMG(side, idx);
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if ((idx + 1) <= __outfit_counts[it]) {
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outfit->back.e[it] = OUTFIT_IMG(back, idx);
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}
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}
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}
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}
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}
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void PlayerInput(SDL_Event *event, Player *player)
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{
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SDL_KeyboardEvent key = event->key;
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@@ -34,7 +108,7 @@ void PlayerInput(SDL_Event *event, Player *player)
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}
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}
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if (
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event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
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event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
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&& mouseBtn.button == SDL_BUTTON_LEFT
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) {
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if(player->bulletsLoaded > 0) {
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@@ -47,24 +121,40 @@ void PlayerInput(SDL_Event *event, Player *player)
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player->reloadTimer = PLAYER_RELOAD_TIME;
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printf("reloading\n");
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};
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}
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}
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}
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void PlayerUpdate(F32 delta, Player *player) {
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player->controls.shot = false;
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V2f dir = V2F(0, 0);
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if(player->health == 0){
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printf("dead :(");
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player->health = 3;
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}
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if(player->controls.upDown) {
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dir.y -= 1;
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player->outfit.dir = G_OUTFIT_DIR_BACK;
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}
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if(player->controls.downDown) {
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dir.y += 1;
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player->outfit.dir = G_OUTFIT_DIR_FRONT;
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}
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if(player->controls.leftDown) {
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dir.x -= 1;
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player->outfit.dir = G_OUTFIT_DIR_SIDE | G_OUTFIT_DIR_FLIPPED;
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}
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if(player->controls.rightDown) {
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dir.x += 1;
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player->outfit.dir = G_OUTFIT_DIR_SIDE;
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}
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if (dir.x != 0 || dir.y != 0) {
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D_AnimationUpdate(&player->outfit.state, delta);
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}
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else {
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player->outfit.state.index = 0;
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}
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if(player->reloadTimer > 0) {
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player->reloadTimer-=delta;
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if(player->reloadTimer <= 0) {
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@@ -73,6 +163,23 @@ void PlayerUpdate(F32 delta, Player *player) {
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}
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}
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dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
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player->pos.x += dir.x;
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player->pos.y += dir.y;
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player->collision.pos.x += dir.x;
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player->collision.pos.y += dir.y;
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}
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void PlayerDraw(D_Context *draw, Player *player) {
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G_Outfit *outfit = &player->outfit;
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R2f pframe = D_AnimationFrame(&outfit->state);
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for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it) {
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U32 flipped = (outfit->dir & G_OUTFIT_DIR_FLIPPED) != 0;
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U32 dir = (outfit->dir & ~G_OUTFIT_DIR_FLIPPED);
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U32 tid = outfit->e[dir].e[it];
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if (tid != 0) {
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U32 flags = D_RECT_UV_ASPECT | (flipped ? D_RECT_FLIP_X : 0);
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D_Rect(draw, player->collision.pos.x, player->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
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}
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}
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}
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@@ -9,6 +9,9 @@
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void UpdateWorld(F32 delta, World *world)
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{
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if(world->bandit.mode == BANDIT_SHOOTOUT){
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delta = delta/4;
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}
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UpdateBandit(delta, &world->bandit, world);
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UpdateNPCs(delta, world);
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PlayerUpdate(delta, &world->player);
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@@ -21,7 +24,7 @@ void UpdateNPCs(F32 delta, World *world)
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NPC *npc = &world->npcs[i];
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UpdateNPC(delta, npc, world);
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if (
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world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
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world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
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{
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printf("You shot %*.s\n", Sv(world->npcs[i].name));
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}
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@@ -50,7 +53,7 @@ void RenderWorld(World *world, D_Context *draw) {
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);
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}
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}
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for (int i = 0; i < world->propCount; i++) {
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for (U32 i = 0; i < world->propCount; i++) {
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if(world->props[i].area == world->player.currentArea) {
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D_Rect(
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draw,
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@@ -82,10 +85,13 @@ void RenderWorld(World *world, D_Context *draw) {
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V2f drawPos = AABB_Centre(world->bandit.collision);
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D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
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}
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D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
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PlayerDraw(draw, &world->player);
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}
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void SaveWorld(M_Arena *arena, World *world) {
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(void) arena;
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printf("Saving world\n");
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OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
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U32 offset = 0;
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@@ -5,6 +5,7 @@
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#include "../core/macros.h"
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#include <SDL3/SDL_events.h>
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#include "aabb.h"
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#define PLAYER_SPEED 10.0f
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#define PLAYER_RELOAD_TIME 1.5f
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@@ -23,15 +24,21 @@ typedef struct Player Player;
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struct Player
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{
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World *world;
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V2f pos;
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AABB collision;
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World_Area currentArea;
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U32 bulletsLoaded;
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ControlState controls;
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V2f shotPos;
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G_Outfit outfit;
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U32 health;
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F32 reloadTimer;
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};
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function void PlayerInit(G_State *game, Player *player);
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function void PlayerDraw(D_Context *draw, Player *player);
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function void PlayerInput(SDL_Event *event, Player *player);
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function void PlayerUpdate(F32 delta, Player *player);
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Reference in New Issue
Block a user