Merge branch 'main' of yibble.dev:bulmanator/ld58
This commit is contained in:
@@ -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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@@ -48,8 +48,13 @@ 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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world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
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world->player.currentArea = WORLD_AREA_OUTSIDE;
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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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@@ -122,6 +127,10 @@ void PlayerInput(SDL_Event *event, Player *player)
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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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@@ -154,8 +163,8 @@ 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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@@ -170,7 +179,7 @@ void PlayerDraw(D_Context *draw, Player *player) {
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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->pos.x, player->pos.y, .texture = tid, .uv = pframe, .flags = flags);
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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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