added badman shooting and reloading
This commit is contained in:
19
code/first.c
19
code/first.c
@@ -125,13 +125,22 @@ int main(int argc, char **argv)
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badman->waitTime = 0;
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badman->waitTime = 0;
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badman->maxWaitTime = 2;
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badman->maxWaitTime = 2;
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badman->poiCount = 2;
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badman->poiCount = 2;
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badman->shootoutTimer = 1.5;
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badman->agroRadius = 600.0;
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badman->bullets = 6;
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badman->shootDelay = 1;
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badman->accuracyRange = 0.25;
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badman->reloadTime = 2.5;
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badman->reloadTimer = 0;
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badman->pointsOfInterest[0] = 937;
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badman->pointsOfInterest[0] = 937;
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badman->pointsOfInterest[1] = 12;
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badman->pointsOfInterest[1] = 12;
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world->npcPOI[0] = 100;
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world->npcPOI[0] = 100;
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world->player.world = world;
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world->player.world = world;
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world->player.pos.x = 0;
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world->player.collision.pos.x = 0;
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world->player.pos.y = 0;
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world->player.collision.pos.y = 0;
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world->player.collision.size.x = 1;
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world->player.collision.size.y = 2;
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world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
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world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
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world->player.reloadTimer = 0;
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world->player.reloadTimer = 0;
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world->player.currentArea = WORLD_AREA_OUTSIDE;
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world->player.currentArea = WORLD_AREA_OUTSIDE;
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@@ -216,7 +225,7 @@ int main(int argc, char **argv)
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world->propTypes[12].assetHandle=D_ImageHandle(&game->draw, S("house_int"));
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world->propTypes[12].assetHandle=D_ImageHandle(&game->draw, S("house_int"));
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world->propTypes[12].scale=6.875f;
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world->propTypes[12].scale=6.875f;
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}
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}
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game->editor.enabled = true;
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game->editor.enabled = false;
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game->editor.mode = G_EDITOR_MODE_TILE;
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game->editor.mode = G_EDITOR_MODE_TILE;
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game->editor.currentLevel = WORLD_AREA_OUTSIDE;
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game->editor.currentLevel = WORLD_AREA_OUTSIDE;
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@@ -343,8 +352,8 @@ int main(int argc, char **argv)
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if(!game->editor.enabled) {
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if(!game->editor.enabled) {
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UpdateWorld(1.0f / 60.0f, game->world);
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UpdateWorld(1.0f / 60.0f, game->world);
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game->camera.p.x = game->world->player.pos.x;
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game->camera.p.x = game->world->player.collision.pos.x;
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game->camera.p.y = game->world->player.pos.y;
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game->camera.p.y = game->world->player.collision.pos.y;
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}
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}
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D_AnimationUpdate(&animation, 1.0f / 250.0f);
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D_AnimationUpdate(&animation, 1.0f / 250.0f);
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@@ -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_Point(AABB a, V2f v);
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function bool AABB_Slab(V2f origin, V2f point, AABB a);
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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 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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#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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#define LD_GAME_BANDIT_H_
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typedef enum BANDIT_ACTION BANDIT_ACTION;
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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_WAITING,
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BANDIT_WALKING,
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BANDIT_WALKING,
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BANDIT_RUNNING,
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BANDIT_RUNNING,
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BANDIT_SHOOTING,
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BANDIT_SHOOTING,
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BANDIT_SHOOTOUT,
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};
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};
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typedef struct Bandit Bandit;
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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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F32 shootDelay;
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// After each shot this is set to shootDelay;
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// After each shot this is set to shootDelay;
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F32 shootCooldownTimer;
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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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// How long it takes them to reload.
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F32 reloadTime;
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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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// Accuracy, their shots can vary between this angle either side (rads)
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F32 accuracyRange;
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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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// A the circle around the bandit where they will trigger the quicktime reaction scene
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F32 agroRadius;
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F32 agroRadius;
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};
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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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#endif // LD_GAME_BANDIT_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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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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return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
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}
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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/world.h"
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#include "game/bandit.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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void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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if (
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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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{
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printf("You shot the bandit %*.s\n", Sv(bandit->name));
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printf("You shot the bandit %*.s\n", Sv(bandit->name));
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bandit->health--;
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bandit->health--;
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}
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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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switch (bandit->mode) {
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case BANDIT_WAITING:
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case BANDIT_WAITING:
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bandit->waitTime+=delta;
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bandit->waitTime+=delta;
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@@ -41,7 +55,32 @@ 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.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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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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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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}
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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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// TODO Running away
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}
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}
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}
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}
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@@ -73,6 +73,6 @@ void PlayerUpdate(F32 delta, Player *player) {
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}
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}
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}
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}
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dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
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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->collision.pos.x += dir.x;
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player->pos.y += dir.y;
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player->collision.pos.y += dir.y;
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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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void UpdateWorld(F32 delta, World *world)
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{
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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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UpdateBandit(delta, &world->bandit, world);
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UpdateNPCs(delta, world);
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UpdateNPCs(delta, world);
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PlayerUpdate(delta, &world->player);
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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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NPC *npc = &world->npcs[i];
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UpdateNPC(delta, npc, world);
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UpdateNPC(delta, npc, world);
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if (
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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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{
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printf("You shot %*.s\n", Sv(world->npcs[i].name));
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printf("You shot %*.s\n", Sv(world->npcs[i].name));
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}
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}
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@@ -69,7 +72,7 @@ void RenderWorld(World *world, D_Context *draw) {
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V2f drawPos = AABB_Centre(world->bandit.collision);
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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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D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
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}
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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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D_Rect(draw, world->player.collision.pos.x, world->player.collision.pos.y, .texture = 1);
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}
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}
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void SaveWorld(M_Arena *arena, World *world) {
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void SaveWorld(M_Arena *arena, World *world) {
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@@ -5,6 +5,7 @@
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#include "../core/macros.h"
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#include "../core/macros.h"
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#include <SDL3/SDL_events.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_SPEED 10.0f
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#define PLAYER_RELOAD_TIME 1.5f
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#define PLAYER_RELOAD_TIME 1.5f
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@@ -23,7 +24,7 @@ typedef struct Player Player;
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struct Player
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struct Player
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{
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{
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World *world;
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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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World_Area currentArea;
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U32 bulletsLoaded;
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U32 bulletsLoaded;
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ControlState controls;
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ControlState controls;
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Reference in New Issue
Block a user